Just because I have nothing better to do ATM, to keep you guys entertained and to show how the progress looks from the inside, here are the latest build notes, continuing from where TheMinority posted (build 780).
Edit: keep in mind that the build notes don't tell the full story of what goes on; e.g. some things are being worked on for weeks before they appear as a seemingly inconspicuous single line in the notes.
Build 784 (08/08/14, Team Member+) - 232.4 MB
Next-Gen:
* XB1: Minor clean-up of old XDK paths
* PS4: Added support for separate position vertex buffer. Removed old packing matrices and support.
VR:
* Oculus Rift: Enable improved MSAA for VR.
* Oculus Rift: Over-rides Frame Latency (forces to 1)
* Oculus Rift: Auto-configure best refresh rate + implement support for Direct to HMD rendering.
* Oculus Rift: Fix head tracking bug, improve time-warp latency. Add support for detecting extended monitor mode, direct to HMD mode and attaching a window directly to the HMD device.
Render:
* Fix for round-tripping crash (using stale object gathers)
* DX11: Minor optimisation, inlining of sphere bounds (TODO: the bounds are the source of a lot d-cache misses)
Cameras:
* Vehicle folllow camera now uses target distance as focus distance - overrides settings in animation for that camera
Characters:
* Driver male ART: Setted up new names, materials, presets and exports for L driver (GT and classic)
* Crowds: Updated with next new crowds: Talking marshal, talking RO sitting on chair/ground billboards, sitting chair, sitting ground. Updated with new animations. Updated bank animations. Updated textures. Uploaded new exports. Updated bindings
Controllers:
* Upped input processing thread to high priority to increase FFB and pad input fedelity.
* Gamepad updates: Added option to enable/disable soft steering dampening - default is off, Added option to enable/disable visual filtering of steering wheel - default is off, Added option to enable/disable opposite lock help - default is on, Added option to enable/disable old control system - default is off, Tweaks to default settings, Counter steering improvements, Soft steering affected by dampening levels (100% = current levels, 50% = 50% affect, 0% = no affect), Increased pre-heated tyres and brakes based on game level (50% for pro, 75% for intermediate, 100% for novice)
Gameplay:
* Qualifying sessions now let you finish your current lap if it times out during a lap
GUI:
* Make rolling starts default false.
* Center point added to vehicle telemetry screen
* "Simulating" overlay for calendar and save flow
* Career calendar now shows an icon for the motorsport the event is in
* Adding current day and next event highlights to the calendar [AR-2177]
* Updated Multiplayer Create screen along with new Public/Private/Friends setting for online events
* Time progression updates: Corrected time progression increment applinks & code to align to the main menus increments. Added the applinks & code for the time progression to the simulate menu too
AI/Pitstops:
* Pitstops GT: "fuel_getReady", "wheels_start"
* Rework wall checking to allow maneouvering around walls that are too close in certain situations
Career:
* AR-2042 - Current contract selection shown in top bar
* DidWinRace game metric now doing full scoring check so it picks up on per-class scoring
Physics:
* BMW 1M Coupe: AI tire model tuned in wet weather
* Ford Focus RS: AI tire model tuned in wet weather
* Stripped out some unnecessary data from certain FFB tweakers
Vehicles:
* Rain tire tread #2 and #2B DDS files
* Mercedes C-Coupe DTM: Rear wing DRS effect
* Mercedes SLS GT3: LOD tweaks to reduce popping
* Mitsubishi Lancer Evo X FQ400: LOD tweaks to reduce popping
* Renault Clio Cup14: Added LODs and optimized the cockpit model
* RUF CTR3 SMSR: Merged in the polished, mapped and textured LODA interior and steering wheel. Interior DDS texture. Initial check in. Pre-alpha checkin for Daniel to merge in latest work. (NOT IN-GAME)
Tracks:
* Hockenheim: Fixed Nat layout concrete walls
* Watkins Glen Reverse: Fixed corridors not present in pit lane causing pit problems.
* Monterey: Added txt for distatnt wc building and ao and emm for db04 building. Fix for lighting/mesh issues on Monterey portaloo assets (static assets), add alpha channel for specular txt
Build 783 (07/08/14, Team Member+) - 435 MB
Render:
* Added Envmap gather fast-path for when everything is excluded - now used for Dummy EMAP
* Added support for switching off Envmap gather/query - now used for static EMAP (switched off at the start of a race)
* SSAO. Fix to DX9 using different method to other platforms. Also improved sample direction vectors to improve quality.
* Switched off mip skipping while loading cockpit meshes - this fixes a bug with cockpit quality when low quality texture setting is chosen (at the expense of a little more texture memory)
* Ambient vehicle shadow fade keys added so that the shadow appears to fog in the distance. Fwd lit particle spot light scaler added for water spray and smoke so that the particles don't get whited out in headlight beams.
Multiplayer/Online:
* Hooked up MP lobby ping display to actual ping.
* Added AppLink for multiplayer session privacy setting.
* Connection status reporting improvements: On Steam we now report whether the connection to each peer is rebroadcast via Steam relay servers (i.e. not peer to peer). Such connections are generally unusable for reliable multiplayer gameplay because of the insanely high latencies. Improved packet loss formula, it should no longer count "on the wire" ping probes as lost packets. This issue affected connections where ping probing rate was higher than the actual ping.
* Added support for private sessions: Added new enum and attribute in "session create settings" for session privacy setting. Possible values are public/friends-only/private. This is completely separate from the password-protection, which will be soon obsoleted. Updated Steam lobby code to use this value when creating sessions. Updated PS4 code to use this value instead of the "is password protected" value. Reverted PS4 password protection to use the entered passwords again. Added applinks and appfuncs to profile code to allow the GUI to display and modify the setting. (GUI itself not updated yet)
Characters:
* Driver export updates
* Updated fuel tank, set user defined flags
GUI:
* Allow restart only affects career mode now.
* Fix for continue not going to standings screen on actual race
* We are now showing the correct localized session names in the calendar detail dialog.
* Fixed slider text overlapping the slider, localised "Laps" text and changed time format to 00H00m.
* AR-2216 : Non-race sessions go straight to next event on continue, or you can exit with newly added exit option.
* Changed event duration to be time / laps depending on what is required. Still needs some localisation work, will check with SimonE.
Flags/Penalties:
* Better lap time invalidate penalties
AI/Pitstops:
* Fix second lap pitting bug
* SendVehicleToPits no longer fires not supported warning
* Send AI controlled player vehicle to pits when requested
Physics:
* Removed a few unnecessary, per-car FFB tweakers
* Increased fidelity of steering to reduce compression artifacts
* Caterham SP300R: Set fuel consumption, finished heat & wear model, real spring rates/motion ratios, small aero model tweaks
Vehicles:
* RUF RGT-8 GT3: CPIT, LODs
* Sauber C9: Fixed livery15 numbers
* Rain tire tread #1 and 1B DDS files
* McLaren MP4-12C GT3: Updated AO and cockpit animations
* Mercedes SLS GT3: Misc dds texture - added LODC carbon swatch, small update on gloss channel
Tracks:
* Hockenheim: Tents, vehicles placement
* Monterey: Added txt for warehouse set
* Silverstone: Merged updated com-tower, pitblockers added
* Zolder: Tweaked alpha, toilets, vendor, speakerpoles textures
* Le Mans: Missing lightpoles, powerpoles and signs, placed cars, fixed intersecting trees
* Azure Coast Westbound: Fixed 2 areas where AIW was above track. Track geometery height was changed at some point and this fixes that.
* Lakeville: Fixed the oddly bright white tunnel texture. Remapped the walls here, adjusted the groundmeshes so there are no gaps. Placed tyres and some vehicles to give the road a purpose and also hide the join from tarmac to dirt. added some tyres and vehicles to the bridge service road.
Build 782 (06/08/14, Team Member+) - 717.7 MB
Next-Gen:
* PS4: Fix for white outline on foliage.
* XB1: Doesn't need the flicker fix due to streaming placement buffers
Render:
* DX11: RenderPrimitive helper inlining
* Ambient shadow distance control params
* Setup for god ray occulsion render flags.
* DX11: Shader tracking + XB1 sampler tracking enabled.
* Modified camera_drop to remove blur and inter target.
* DX11: Make shader tracking global (for some testing).
* DX11MT: Fix for a few flickering issues introduced last week.
* DX11: Stream out deferred matrices + XB1 ring buffer tweaking.
* Code to allow us to be able to add in spotlight scalers for forward lighting.
* Controls to allow us to control the ambient shadow strenght based on distance from the camera.
* Fixed a simple mistake in the shader which cause a build error when two particular options were enabled together
Weather:
* WTC fix for bad condition blends at dusk/night for heavy fog and thunder storm.
GUI:
* Missing vehicle class logos
* Changed small icon to vehicle class icon
* Scrolling fixed on Options screens (and others), unneeded Multiplayer Create options removed
* Session overview screen fixes: 'Chat Lobby' disabled for all non MP modes, Time Progression - correct applink added meaning the correct multipliers now show, Added scrollbar to driver list
* Pause menu updates: In-game Pause menu is now aligned to these options, with a slight variation on functionality: Resume, Restart Session, Retire to Pits (which would retire the player from the race and switch to Simulate mode). -Note, 'Retire to Pits' is only for race sessions. This should still be 'Return to Pits' for non-race -sessions., View Replay, Take Photo, Simulate, Skip to End of Session (will do a quick Simulate to end of session), Skip Formation Lap, Exit Session
Characters:
* Pitcrew : Fuel mechanic: Exported with new fuel tower position, new loop start/end position, initial hose animation, new wait animation before hose Plug
AI/Pitstops:
* Very minor tweak on throttling/brake smoothing
* Fix brakes wear even though Mecanical Faults are off
* SendVehicleToPits no longer fires not supported warning
* AR-2165 - Modified actor setup during transition from AI to player control at pit out
Career:
* AR-1987 - Fix stays on event screen after simulate
Vehicles:
* Pagani Zonda R: New export of cockpit display
* LMP2 Marek RP 219D: Initial export, runtime files update
* Caterham R500: Added licence plates, various updates/fixes
* Audi R8 V10+: LODA/B/C Backfaces fix, fix for spot light error
* Caterham Seven Classic: Added licence plates, light fixes, various fixes
* RUF CTR3 SMSR: Steering wheel DDS texture. Cockpit DDS texture. Initial check in. (NOT IN-GAME)
Tracks:
* Zolder: Texture updates
* Cadwell: Added barriers to invisible walls
* Monterey: Added emmisive map for hex building
* Hockenheim: Kerb updates, overlays tweaked, ground gaps fixed
* Oschersleben: Fixed viewer placed lights in garages to switch off during day
* Silverstone: QA2012, QA2014, merged Kat's assets, fixed terrain mesh triangulation errors, updated instance scenes
* Le Mans: Fixed duplicities, missing tents, floodlights, poles, signs, placed cars, further accuracy fixes around the national circuit
* Brands Hatch: Godray occluder flag activated for pittower glass, faded kerb normal maps to avoid dark look in the night when car lights are on
* Lakeville: Minor polish and fixes - kerb brightnesses, kerb rubber reduced, autograss setup, full mciro-gap welding, full new welded CSM, dirt track pass, updated textures for kerb and terrain minor polish, added new meshes for Lakeville autograss, added new style autograss, updated rules files, added mesh folder to the TRD , updated texture.
Build 781 (05/08/14, Junior Member+) - 396.3 MB
Next-Gen:
* PS4: Fix for screen rain drops.
Render:
* Code to allow us to have a static env on setup..
Debug:
* Add simulated lag and packet loss to F1 menu
Bugfixing:
* Fix weird issue where selecting weather causes tracks to vanish.
* Fix AR-2146 - Race settings are carried from other modes in to Time trial, allowing for AI racers to be in the Time Trial race
Weather:
* Wtc edits, hable balancing using hdrkey in all conditions. Should be a closer overall brightness level to photographic albeit with much more contrast still.
Gameplay:
* Participant id cleanup, NULL checks and const correctness.
GUI:
* Event Selection screen tidied
* Updated 'Pick A Contract' screen
* Removing duplicate menu options from main menu.
* Testing out some new weather icons for feedback.
* Slider for event preparation screen, new applinks.
* Code to allow us to be able to set the weather time.
* Moving restart option from gameplay options to career detail screen.
* Round, session, session name, time and duration data is now available in calendar detail popup.
* Disabling the "Simulate" and "Skip to end of Session" for Time Trial & Free Practice game modes.
* Removed the session length option from the gameplay options screen, as it's now on the correct career events screen.
Characters:
* Animation triggers fixes
* Pitcrew: wheel mechanics: added "wheel done" trigger
Career:
* Linked up the Career event screen "number of laps" to the session length slider
* Race series set up with per-class scoring will now only process and display per-class scores (end of race display still shows the overall results)
Physics:
* FFB Topology 3 revision, with T3 FC FFB default (made w/ G27)
Vehicles:
* Audi R18: Reupload
* Lotus 49: New export
* Lotus 72D: New export
* Ginetta G40: New export
* McLaren 12C: New export
* Formula Rookie: Bug fixes
* Ginetta G55 GT3: New export
* Formula Gulf 1000: Bug fixes
* RUF CTR3: Added licence plates
* Lotus 98T: New export, bug fixes
* Sauber C9: Removed silver paint, fixed livery issues
* Mercedes C-Coupe DTM : Added liveries setup, added new black wheels textures
Tracks:
* Zolder: Texture updates
* Azure Circuit: Fixes to Marina Lamp Flares
* Oulton Park: Instances draw distance adjusted
* Hockenheim: Updated garage positions to fix AI getting stuck behind pillars etc.
* Le Mans: Fixed updated viewer static and instance files with intersection fixes, hovering asset fixes and accuracy fixes, mising lamps, poles, flags, signs, tents - part1
* Silverstone: Fix for driveable grass issue at hangar straight, fixed invisible wall at garage and added pillar csm, fixed more ground triangulation issues, fixed marshall intersection issues of QA2090 and QA2012
* Monterey: Added emmisive map for small building, update xml files - delete some assets | add other and fix position, update bridge and add details + LODs - fix position for assets - fix pos. for tel. poles and wires - create LODs for hex buildings - update terrain around the buildings