So, as I won't be able to test it myself for around a week or so... how are people finding the new features in CSP v0.1.37?
Changelog:
Weather FX update:
Second version clouds shader with volumetric noise and low-res mask to speed things up;
Secondary ambient lighting ignoring vertex AO, to lit things up inside (should not depend on time of day or weather);
Clouds shadows;
Clouds sorting based on user-set factor;
Clouds covering sun fixed;
Shadows disabling fixed;
Per-cloud fog multiplier;
New functions for WeatherFX implementation:
Sample camera AO;
Set overall brightness;
Adjust sky brightness separately;
Check if bounced light in Extra FX is enabled;
Alternative versions of existing functions to reduce GC load;
Default Weather FX implementation is available (might still need some work though);
YEBIS extension (Yebisest):
Now with settings;
Disable anamorphic glare or ghost glare in first person view;
New values for PP filters:
Custom color grading intensity;
Alternative glare shape for first person view;
A few extra options for anamorphic glare for color and shape;
New GUI extension:
Various GUI tweaks moved from general settings in there (sorry for the inconvenience);
New look for PP filter selector app:
Dropdown list with grouping;
Context menus for management;
Built-in editor (in context menu for selected filter or filters in the list);
Better highlight for objects inspector, plus it shows the position and click point properly;
Fake Shadows FX:
Depth bias improved;
Shadows regeneration during loading, with better settings;
Shadows change shape depending on lighting;
Only with Extra FX:
Same thing soft particles use, for smoother blending;
Proper geometry-aware shadow mapping;
Extended rendering to make sure affected area is properly covered;
Lighting FX:
Dynamic ambient disabled for good;
Cars won’t use full range headlights if free camera is padding by;
Annoying merging if car is seen from behind is fixed;
Extra limits to speed things up a bit more;
Grass FX (complete rework, now third attempt):
Textures are back;
Base configuration, with up to four extra configurations selected via local adjusments;
Set size, width, tidyness, how cut the grass is;
Four parameters for color-based spawning which was also rewritten;
New per-mesh adjustments with optional custom localized areas within;
Texture-based adjustments are also available;
Custom textures;
Extra sprites from custom textures, with custom probabilities, size and behaviour modifiers;
Optional offset for day-based trim period;
If needed, use conditions as inputs;
Five different presets;
Optional advanced blending (alpha-to-coverage);
Particles FX:
Option to control fireworks;
Few tweaks for dirty dust on grass;
Behaviour around car causing smoke to fly asymmetrically fixed;
Extra FX:
Bounced light fixed, now it’s proper HDR;
SSLR optimized a bit;
Motion blur will ignore spinning wheels instead of messing them up better than before;
Fog is taken into account as it should;
Reflections FX:
Interior masking fixed (with some cars, it wasn’t masking enough because of mistake with materials);
New option for interior masking: discard spherical areas from meshes names or position with radius (with discarding rear view mirror by default);
Nice Screenshots extension:
Resolution multiplier now works with accumulation motion blur;
Problem with messed up brightness fixed by replacing old approach with mixing of HDR data;
Python extension:
New ac.ext_markLapAsSpoiled() function;
Functions ac.ext_debugWiperSoundState() and ac.ext_mirrorDebug() are removed;
New car paints (common/material_carpaint.ini):
Clear coat specular (aka sun specular) is not affected by custom specular color;
Option for localizing special effects like chameleon paint or rainbow reflections with txDiffuse alpha channel;
Transparency based on txMaps’s alpha channel;
Rainbow car paints updated and fixed;
Option for track configs to completely ignore default auto-loaded config;
New ksMultilayer_fresnel_nm4 shader with four normal maps;
New ksPerPixel_horizon shader for those horizon meshes looking like a tube around the track for fixing some existing tracks, with complex color adjusments;
Smooth transition between shadow cascades;
Custom emissive: subtraction of next fixed;
Speculars on water shader adjusted;
Initial support for chat-based commands from server (for something like dynamic weather online);
New DXGI flip model now works again, only on Windows 10;
Texture mapping optimized;
Constant buffers mapping optimized;
Use more than 10 model adjustments for cars if needed;
That bug with INI parser mistreating “\” fixed;
No more SSAO outlines with lower level of details;
Applying track config via Python app fixed;
Extended tyres raytracing fixed;
Regular expressions for mesh or material filters in configs fixed;
Wind speed for visuals (like smoke or water) fixed;
Live reload for shader replacements for shader changes fixed;
Smaller fixes and optimizations.