Here's the September 1st-5th Build Notes, they have been quite busy these days.
Build 799 (01/09/14, Team Member+)
Next-Gen:
* XB1: FMOD uses Core3/4
* PS4: Enables live edit.
* XB1: Updated loading screen
* XB1: Fix for Bink corruption.
* PS4: More discard optimisations
* XB1: Move socket thread to core3
* XB1: Godray rendering uses ESRAM.
* XB1: Fix for Raindrops being black
* PS4: Remove redundant save/restore.
* XB1: Fix camera drop scene input srgbness
* XB1: Fix instance rendering (incorrect limit)
* XB1: Increased Anisotropic filtering quality.
* XB1: Use previously missing Window Size base functionality on renderer init.
* XB1: Fix for ESRAM leak, caused by "surface provided" textures not populating the texture object ESRAM fields.
Audio:
* New bug splats.
* Adding env sounds for Dubai International
* Radical SR3 fix to engine RPM capping out too early.
* Fix corrupt engine FDP for the Formula A. Total FDP rebuild required.
* Resaved engine sound and removed reverbdefs used by FormulaA's engine sound to potentially fix a crash
Render:
* Force hard shadows on particles.
* Skyring rendering moved after clouds render
* DX11: Fix for memory leak with FXAA and SMAA.
* Best line mip tweaks for near fading reverted.
* DX11: Fix missing lensflare with MT rendering (PC&XB1)
* Post twilight sky glow reduction for clear07 (dry/desert climate)
* Force hard shadows on particles. More discard optimisations for PS4.
* Driving line texture tweak and wtc tweaks for it's brightness in clear07 (dry/desert)
* Best line texture tweak, first mip removed, second mip at full opacity so it gets solid sooner
Effects:
* RWD P30 & Marek RP339h: Disabled blue flame effect when hybrid system is active
Weather:
* Hazy: -20 degree sky texture tweaked, now silimar look to other -20 skies but without the stars. As a result texture size reduced saving a chunk of mem.
Characters:
* Initial files of headsock textures
* Added 70s and 80s head/helmet set up for exporting tests
Animation:
* Pitstop preview animations
* Fix animation actors holding on to binding reference.
GUI:
* Updated track photos
* Converting menu-lists to lists
* Fixes for various vehicle lists
* Updated Achievement descriptions
* Hints & Tips: Now added to TextDB
* Minor text and layout improvements
* Adding 'invite' handling to dialogs
* Adding bink dialog for full screen videos.
* Minor update to text on Driver Network Profile page
* Adding intro video for signing a new motorsport contract.
* Trackmaps: Pit lane added, loading maps updated, Updated with high res
* Fixing layout for vehicle and location selection, fixing 'all' filter in class selection
* Changing Gui Handler screens that keep session time to adapt to times greater than 60 minutes
* Fix for flow in post race screens - end of series dialog now only apears at the end of a series.
* Driving line changed to arrows so that we don't have the blocky edges when the line goes round corners.
Cameras:
* Added preview cameras
* Pre/post race camera scene
* Fixed camera clipping through the track
* Replay Cameras: Full replay camera set, covering main track, off-track areas, and pitlane.
* Replay Cameras: Dubai International - Full replay camera set, covering main track, off-track areas, and pitlane.
Controllers:
* Set gamepad preset Mode 3 as default
* Gamepad preset logic for new profile / loading setup
* Fix for gamepad profile not being applied after a clean profile load
Online/Multiplayer:
* Disable damaged lights in MP until crash is fixed.
* Updated achievement texts and pushed the changes to Steam.
Gameplay:
* Add automatic headlight control for player when input event not assigned.
* Fix WMD-1094 - Point to point races can no longer be finished by backtracking on circuit. The player is required to pass the start and enter finish from sector2.
AI/Pitstops:
* "0" AI Overrall challenge is now much slower
* Increase driving line generation raycast length
* Re-enabled optional refuelling according to pit strategy logic
* Code review and fix many issues involving the hazard avoidance system + fix
* The AI are now more planted to the environment and balanced better with the player car incar and out. All AI are now using the latest distance rolloffs and occlusion effects. The rear and side surround sound speakers get louder as the AI car passes the track camera. The AI now have the optimised audio format for PC, Xbox One, PS4 and Wii U.
Career:
* Career Contracts: Kart One (Entry Kart) contracts updated with new liveries.
* Added accessor for career trophy icons (to be hooked into end of series screen)
* Career Championships: Completed adding all Career contracts and invitational related text to the career Text DB (CareerDB).
* Added per-motorsport settings and accessors for career intro videos (still to be hooked up with the UI code). Moved test prototype2 movie into subfolder to keep intro videos together
Physics:
* RWD P30: Opened up the differential, default setup tweaks, statistics updated
* Physics Tweaker: Reverted test values on sharp object damage (cause of so many AI tire punctures)
Vehicles:
* Tweaked headlight settings
* Oreca 03: Materials polishing
* Kart 125cc: Collision mesh update
* Marek RP339h: custom dirt DDS file
* Alpine A450 LMP2: Materials polishing
* Ford Focus RS: Collision model update
* Sauber C9: LOD tweaks to reduce popping
* Ford Sierra RS500: Collision model update
* Adjusted vehicle cockpit exposure settings
* McLaren P1: Fixed lights mesh missalignment
* McLaren MP4-12C: LOD tweaks to reduce popping
* More headlight angle & attenuation adjustment
* Ford Escort Mk1: LOD tweaks to reduce popping
* BMW M3 E30: UV mapping fix, custom dirt layer DDS file
* Aston Martin Vantage GT3: Minor tweaks on LODA/B UV3 mapping
* LMP cars: Set center cockpit camera position, brighter headlights
* Ford Mustange Boss 302R: Light flare adjustments, collision model update
* McLaren MP4-12C GT3: LOD tweaks to reduce popping, added rear wing damage
* RWD P20: Added wmd winning liveries, added liveries names and material setup
* Formula B: Fixed non-detachable front wing and cockpit shadow holes, collisions optimized
* RWD P30: Collision model update, Livery tweaks, collision update, light flare adjustments
* Ginetta G55 GT4: Template, lods almost completed, temp checkin, lodx added to previous export
* RUF RGT-8 GT3: Updated wipers meshes. wipers animation/rain setup done. Minor smoothing on Cpit Windshield frame line. Minor Damage deformation update.
* McLaren F1: Fixed tyre rotation, fixed rear license plate, fixed RR tyre, fixed shadow gaps, other fixes, Fix for WMD-1072 , lowered position of center camera.
Environment:
* New Low-LOD background lamp-posts textures
* Removed global diffuse multiplier on road_dbv and overlay
* Fixes for dynamic cones drawing too far - now tracklod controlled
* Swapped out trees to prevent blobbyness and also culled some far distance ones
* Stripped back dynamics and excessive static placements from areas of Emirates Raceway
Tracks:
* Azure Circuit: Textures for F1 Monument.
* Oulton Park: Fixed visible tiling, holes aligned, dirt added, fixed floating/sinking trees
* Besos: Added more missing building, fix lod popping. fix trees position around the missing building and assets, exports for Besos sitting crowds + initial placement, added new txt for transistor building
* Dubai Autodrome: AIW change, tyrewalls added, Dynamic objects optimized,optimisation pass #1 - removed kart track + accessories , removed freeway lamps , added occluders , remapped the outer pitwall to use the existing high-res wall texture , brightened up the dark crazy-paving stone wall. optimisation pass #2 - complete new ground CSM to hopefully fix kerb landmines , fixed wall CSM to correct some inaccuracies and also fix a few holes , skybox leaning buildings fix , 1st pass of new freeway lights added. turn off shadow casting for crowds at grandstands, reduced sitting crowds at grandstands, updated LOD distances, reverted to version 4 and cleaned up last 2 corners path and corridors, flare changes and updates to Emirates Raceway, optimisation pass #3 - skybox black outlines fixed, set to translucent to work with Kev's new cloud render order. tyre wall blockers to replace the lines of cones from MJ. fixed a big dip in the ground after turn #2. floating white line above pits fixed. LOD Bs added for the large grandstands at the end of the s/f straight. floating blend in pits fixed. petrol pumps next to pits optimized. fences around petrol pumps optimized. 3 buildings to left of turn #1 reduced to 2 , open windows removed , reposition a bit for better coverage. garage interiors had do not cull ticked, despite being over 100k tris in total - flag is removed now.
Build 800 (02/09/14, Team Member+)
Next-Gen:
* XB1: Fix missing motion-blur
* XB1: Texture loading speed dramatically improved.
* XB1: Light rendering uses ContextX depths bounds support.
Audio:
* Adding Start pit to car calls
* Adding Weather pit to car calls
* Adding Race Pace pit to car calls
* Adding Qualifying pit to car calls
* Adding overtaking pit to car calls
* Adding back marker pit to car calls
* Adding Practice Lap pit to car calls
* Adding Rolling Start pit to car calls
* Adding first lap of race pit to car calls
* Adding Le Mans specific pit to radio calls
* Adding defending positional calls for pit to car
* Fixed "mDeferredImpactSounds.Push failed" error message
* Deferred collision sounds added to push buffer using TryPush
* Adding 3rd tranche of pit to car radio speech to FMOD project
* LMP RWD P30: Incar and external engine sets, plus an AI version. Includes tranny, gears, backfires, distant roll-offs and trajectory. Uses the LATEST distant based reverb/echo effect and louder in the surround speakers as it passes by.
Render:
* Lamp post flare scale and opacity tweaks
* Added new render context for premultiplied alpha without backface culling, for use by clouds
Weather:
* Headlights of ai cars to come on later in evening and turn off earlier in morning. testing in clear dry/desert climate
* Moon light intensity reduced in all wtcs and best line brightness tweaked throughout the cycle.
GUI:
* Updated News stories
* HUD: Added light feature to Motec
* Fixing grid navigation in GUIList
* Trackmaps: New trackmaps, 1st commit
* Fixed a bug on the passing conditions
* Remaining FanChat social messages added
* Missing applinks hidden from loading screen
* Fix loading screen pakfile controller textures.
* Fixing livery display in vehicle mode selection
* Fix lights on/off layer support for HUD GUI gadget
* Trackmaps: Oschersleben - new trackmaps with latest csm
* "Number of Turns" data added to Dubai International TRD info
Characters:
* Characters Pitcrew: Updated helmet
* Pitcrew fuel mechanic: Fixed translation_main bone position
Animations:
* Alpine A450 LMP2: Animations fix
* Driver anims: Pagani Zonda Cinque - paddle anims, visor up pose + catabe export setup, limited steering animations
AI/Pitstop:
* Solve some bad commenting
* Fix orphaned AI torque table + dampening yaw tweaks
* Redo GetHazardSafetySpeed with a proper mathematical equation
Career:
* Bonus points saved to a separate profile value, so they can be extracted and displayed along with the total score in the results screens
Physics:
* FIX - AR-2440, Visco eletronic lock units and changed
* Tires: Better Z spring/damper control. FA R7 and FB R7 tires
* FIX - AR-2443, added applink for wedge settings and renamed to weight jacker
Vehicles:
* BMW 320 Group5: LOD tweaks to reduce popping
* Mercedes A45 AMG: LOD tweaks to reduce popping
* Oreca 03: Polishing pass 2. CPIT polycount reduction.
* Alpine A450 LMP2: Polishing pass 2. CPIT polycount reduction.
* Formula Gulf: Added chrome effect to livery09, added redstriped wheel textures
* RUF CTR3 SMS-R: Windscreen reflections dds texture, misc dds texture, lights dds texture, brake disc dds texture - new texture, badges dds texture - new texture initial check in
* LMP2 Marek RP219D: Added AO, damage, windscreen reflections dds texture, windscreen banner, darkened reflections for better visibility - initial check-in
Tracks:
* Besos: Added small ao for tunel entry
* Trackmaps: Anhalt - updated loading map
* Florence GP: Fixed corner markers being on front straight. Fixes JIRA WMD-735
* Oschersleben: Optimization pass 1 on Oschersleben Textures, saved amout 40 MB
* California Highway: Reduced grid size to 36 from 40 to fix cars falling through the track when there no spot to palce them. Fixes Jira WMD-39
* Azure Coast: Extended beginning of AIW back to barrier. Reduced Start grid size to 25 for cars that were being placed on other side of the barrier at the start. Fixes JIRA WMD-497
* Dubai Autodrome: Stripped out pit lane objects, skyring nmp fixed, Fixed track popup caused by missing far dist and no cull flags, skyring texture update, 1st pass WIP - night lighting updates, fix for wrong range and light clipping issues, reduced ranges for optimization and adjusted intensities, optimized edge blends , merged new skybox & bld emissives from MJ , remapped & new maps for tarmac edges , new fences , garage interiors set to cull out very close, updated new fence texture to be a bit chunkier. added new texture for main fencing, updated the tarmac crack so it's smaller , updated main tarmac nmap, added new textures for edge blends
Build 801 (03/09/14, Team Member+)
Next-Gen:
* Added XB1 specific default input events.
Audio:
* Merc AMG road car now louder with more bass.
Render:
* Modification for dark edges on clouds - switching to pre-multiplied alpha blending
Weather:
* Fog reworked at dry/desert clear
* Haze tweaks in dry desert med cloud and light cloud. Also fixed bug with other light clouds where high fog causes clouds to go black in areas.
GUI:
* Added new motorsport signing videos
* Missing and improved manufacturer logos added
* Updated Pit Strategy screen and correct text entry dialog navigation
* High-res manufacturer logos, re-exported Track Photos without mipmaps
* FIX - AR-2447, Both trackbar sliders were enabled and connected to Applinks
* FIX - AR-2441, Right weight shift slidebar enabled and connected to applink
* FIX - AR-2442: Wastegate pressure now shows in bars divided by 100000 and with two decimal places
* Fixed HUD display for races with a timed countdown (last part of AR-1967). Added new TimedRace session type and updated scripting logic so that timed races like Endurance work properly. END_GT_Starlight_Glen_6H fixed, others will need data updates
Gameplay:
* Only auto-enable wipers/headlights when no manual toggling done.
* Lightshint tweaks making ai headlights turn on/off earlier/later in the morning/evening for optimisation purposes. All conditions tweaked bar stormy, super storm, fog and heavy fog where they stay on slightly laterdgue to overall darkness of those conditions.
Characters:
* Crowds: Besos, Dubai - placement updates
* Pitcrew: Updated LODs and materials names, skins, fixed presets names + added preset variations - headsock_logos_off
AI/Pitstops:
* Rest of the time, lat change speed has been lowered to 80% of what it was
* New First straight behavior where drivers would rather keep their lat then join the best line until the first corner
* While racing normally, if the road is unobstructed the lat change is much slower for smother joining into the best line
Career:
* Fixed DidWinRace to handle Career & Normal racing
* Career Championships: Formula C Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Prototypes Motorsport branches update: Calendar remapping for better series flow and session start times.
* Career Championships: Formula Rookie Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Endurance Motorsport - Full branch update: Calendar remapping, Race sessions forced to time-based for HUD system.
Physics:
* Fix for missing default tire on Formula A
* Reduced drag coefficient for all vehicles in the air
* Tidier approach to referencing player/AI torque tables
Vehicles:
* Ginetta G55 GT4: Custom livery support
* Ford Mustang Trans-Am: Custom dirt DDS file
Tracks:
* Oschersleben: Incresed cut track sensitivity on left side of chicane. Fixes JIRA bug WMD-1034
* Lakeville Short: Fixed cut tracks not detected in last corner loop area allowing cutting across without penaly. Fixes Jira bug WMD-1076
* Monterey: Narrowed right side corridors to edge of pit lane in an attempt to prevent AI from merging to main track early. Didn't work. Jira bug sent to Chris F.
* Dubai Autodrome: Skyring angle adjusted, emissives fix , nasty bld fix, added all latest placements, change to include foliage as sub-scene, desertgrass - material tweaks - diffuse multiplier value lowered to reduce bleech effect and increase amb.mul. for brightening up the shadowed side, fix for popping lightshadows of mainstand and tweaked some light intensities
Build 802 (04/09/14, Team Member+)
Audio:
* Adding radio issue pit to car calls
* Adding career specific Pit to car calls
* Adding Championship specific pit to car calls
* Adding lates round of pit to car calls to FMOD
* Adding quali results specific pit to car calls
* Adding jump start penalty and DQ pit to car calls
* Adding mandatory pit stop and pit cancelled calls
* Adding more variations for race win pit to car calls
* Adding career and championship specific pit to car calls
Render:
* Cloud fog bug fixes
* Fix for shadow bug from distant buildings
* Masks out rain drops from helmet in open top cars. (Removes fish tank)
* Corrected wetness modification by vertex alpha mask (correcting change in CL 453064)
Effects:
* Screen drop material name fix
* New helmet material for rain drops.
* Increased screen drop blur 20 percent
* Material tweaks for helmet screendrops blurring tests
GUI:
* Exit button fixes
* Changing Save & Exit text to Exit
* Fixing up end of race screen buttons
* Updated Championship Standings screen
* Added 6 new motorsport signing videos
* CLOSE item added to Player Interact dialog
* Fixed up end of career/round GUI screen flow
* Updated Pit Strategy screen and other in-game menu tidy ups
* Fix AR-2481, Added settings for stretched headlight reflections and stretched lammpost reflections in the visual section of Options + created applinks and profile variables.
Characters:
* Wheel attendant 01: New start pose, added wait idles
* Pitcrew: Updated helmet materials and textuers paths
* Pitcrew: Updated path for pitcrew under the main folder
* Drivers textures: Updated headsock difuse to be able to colour mask it
* Classic Drivers: Updated new composition using latest helmets for classic
* Drivers helmet textures: Updated specularity on the helmet. FIxed reflective issue
* Pitcrew ART: Created first liveries for test. Updated headsock presets names and params
* Pitcrew - ART: Updated compositions, skin and more material tweaks. Updated SMSmodifiers with new preses to fit on racesuit
Career:
* Career Contracts: Structure clean-up, removing redundant data fields.
* Career Invitationals: All Historic class events remapped to correct calendar dates.
* Career Championships: Endurance - Branch update with reworked vehicle eligibility and series progression
* Career Championships: GT3 Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: GT4 Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Kart 1 Motorsport branch update: Calendar remapping for better series flow and session start times.
Physics:
* Tweaks to vehicle logging
* Car to car clear contact status
* LMP Cars: Default setup adjustments
* Dampening disabled for car to wall for more realisitic behaviour
* Contact improvements: Yaw dampening adjusted on contact speed for car to car better contact and control
Vehicles:
* BMW Z4 GT3: Further LOD tweaks
* Sauber C9: Custom dirt DDS file
* Ford Mk.IV: Custom dirt DDS file
* Karts: Quick pass at AI tire model
* BMW M3 E30 Gr.A: Custom dirt DDS file
* Ford Sierra RS500: Custom dirt DDS file
* RUF CTR3 SMSR: Lodx added + Ralphs latest work
* RUF RGT-8 GT3: Fixed exhaust backfire, windscreen reflections added
* Aston Martin V12 Vantage GT3: Animation files with wipers initial checkin. Wiper mask texture file initial checkin.
Tracks:
* Besos: Slightly more change color
* Dubai Autodrome: Fixed more issues - bad mapping on pit garages , redid white lines , fixed sunken overlays in pits , new skidmarks , faded racing line , removed spec from racing line, updated white & yellow lines to be newer & cleaner, updated solid and dotted blends to match, darkened the embankment, viewer scene updates + tracklod fixes
Build 803 (05/09/14, Junior Member+)
VR:
* Added Oculus 0.4.2 SDK
Next-Gen:
* PS4: Adds EOP write back fence.
* XB1: Fix motion-blur ESRAM setting.
* PS4: Removed shadow flag on PS4 env maps.
* PS4: Add's extra scene param for msaa type (ps4 only).
* PS4: Autograss - now uses fences to prevent buffer overwrite, also decreases latency.
* PS4: Copy particle vertex data as it can mess with submitted data leading to an odd glitch.
* XB1: Improved matchmaking filtering, fixed multiplayer search menu on XB1 to pass in correct filters when "Any"/"Don't care" is selected by the user.
Audio:
* Adding remaining tutorial audio
* Adding blue flag calls to pit to car
* Replacing career guidnace call info
* Adding career 10 steps tutorial files
* Adding all car description voice overs
* Adding updated career guidance calls
* Adding all car description audio to FMOD
* Switches on Env sound at Silverstone GP
Render:
* Updated for non-msaa discard.
* Add's blur masking for helmet.
* DX11: -DX11MT is now x64 only.
* Pass in phase 3 flag to auto grass.
* DX11: Fix for misaligned PostPro copy-crash
* Fix for rogue timing assert in sampling manager.
* DX11: Removal of dynamic allocation from texture locking
* DX11: Minor fix for primitive type using wrong PIX debug name
* Fix for random weather not being random when you restart a race.
* DX11: Removed -DX11ST (it is now back to being the default on x64).
* DX11: Tracking reset optimised + shader parameter setting optimisations
* DX11: Increased game pool for x64 to fix loading with high numbers of AI.
* Stretched reflections on dry road, impostor reflections are still disabled
* Added support to vehicle renderer to allow automatic removal of stale pointers to Mesh Primitive Types, using a flag and callback mechanism to keep performance impact minimal
* Impostor reflections on dry road, connected profile settings (on/off stretched reflections) with impostor reflections manager (but overrided by command line, so settings has no effect on it for now)
GUI:
* Updated Pit Strategy Quick Menu
* Career posters: New posters & icons
* Fixing up end of race screen buttons
* Team logos: New team logos, 1st commit
* Fix AR-2446, Caster angle setting fixed
* MP: Hide chat box after five second timeout
* Disabled year wrapping for the career calender
* Added career text for the dynamic advance button
* Quick Guide is now directly on the Help & Options screen
* FIX AR-2442, Changes Pascals to Bars in ingame setup menu
* Stopped asserting if no videos present - (safely continuing)
* Updated Pedal & Calibration button access, minor other updates
* FIX WMD-1141, Switching between classes in Leaderboards corrected
* Silverstone race date tweaked a week later plus 2015 rather than 12.
* FIX AR-2466, Remove Restart Session option from MP non-race sessions
* Added dynamic text for the continue buttons & fixed the quit session dialog box
* Fix WMD-799, P2P races do not have need for Formation lap option, so was disabled
* FIX AR-2441, AR 2447, and other changes not previously propagated from tuning screen to ingame setup
* WMD-68, Corrected layout and set a special variable for each telemetry temperature and height wheel setting
* Fixing hang on PC app exit caused by _BGamepadXInputPC being destroyed during _BGamepadXInputPC::_ThreadReadState()
* All the bugs from here (
http://forum.wmdportal.com/showthrea...l=1#post758485) addressed
* Moved the screen pause timing around to where the race overview screen is activated. This prevents a lockup when physics can't tell App that it's ready-sync'd
* Fixes for all kinds of voting: AR-2379 Matchmaking - Track voting process, AR-2381 Matchmaking - Lobby - Game starts when sufficient Ready votes received, AR-2419 Lobby/In-Game - Vote to Kick option, WMD-5 Online - Host lobby not showing everyones "thumbs up"
Cameras:
* Fix for pit camera sometimes incorrectly triggering
* Replay Cameras: Silverstone GP - Fully reworked camera set, pass 1.
Gameplay:
* Added physics sync before moving on after loading.
Multiplayer/Online:
* AR-1066 (WIP): Removing dependencies on the obsolete Java server. Updated JavaDS protocol to pass Java user id and Steam id. Bumped JavaDS and multiplayer protocol versions, the changes break mp game compatibility. Bumped ghost file format version, old ghosts are no longer compatible. Disabled -javalb command-line option, Java-based leaderboard are officially gone (JavaMP will still be supported for a while).
* FIX AR-2493. Verify session attributes for joining members: Added m_FilterByAttribute to arguments passed to JoinGame. When true, the structure's attributes are compared against the session's attributes and the join fails if there is a mismatch (Steam only so far). The game uses this feature to check game protocol version and fail join to sessions with different version, even when joined via an invitation.
* Crash fixes and gamesetup sync fix
Characters:
* Drivers: Obsolete files deletion
* Crowds: Optimized crowds for Silverstone GP
* Driver Art: Resized medium all rigs correctly
* Character props: Updated skin for airgun backpack
* Added debug visualisation for hit testing of meshes
* Modern helmet: Materials, textures and presets updated
* Partially working fix for aligning pitcrew to the floor
* Drivers: Uploaded new textures for new helmet UV layout
* Pitcrew Art: Added new variations and composer liveries
* Drivers: Color mask revorked to fit new UV layout, logos removed
* Driver Textures: Beard/ eyebrows resized and turned black difuse
* Classic Drivers: Updated exports with new meshes, classic helmets and enabled materials/meshes swaps
* Pitcrew: Chief mechanic, airjack mech, wheelman01;02, wheel attendant 01;02 : changed start pose, transitions, action timing
Animations:
* Driver anims: RUF CTR3 - alpha 2 anims
* Driver anims: RUF CTR3 SMSR - alpha 2 anims
* Anim assets: Fixed anim bindings for old national flags
* Pitstop Crew: Wheel mechanic : added missing triggers to animations
* Driver anims Alpha2: Oreca, Alpina, Marek, Ginetta GT3 GT40 and G40jr
AI/Pitstops:
* Wet weather modifier for AI
* Remove pitting teleportation
* Tweaks to driver start reactions
* Update of preview pitstop cameras
* Pitstop fixed events and adjusted cameras
* Pitcrew Male: Composer added eyes meshes to 01C
* Race reactions: Updated with skill based penalty
* Fix the issue of AI turning too early on race start
* Fix ai passing decision making in the few circomstances where passing is discouraged
* Race reactions: Tweaked timings for AI. Disabled reaction times for player. Randomised seed for physics
* AI brake to corner if above threshold of predicted ability speed to help bring speed down for corner control
* Pitstop animation scripts now do refuel only, tyre change only, both or neither depending on pit strategy settings
* Accelerated pit spots: Increased threshold for AI to find pit spot in accelerated mode. Set AI to hold in pit spot whilst crew work in accelerated mode. Fix pit not allowed if refuelling not allowed bug
* Refactor branching in waypoints. Drivers can now project over multiple branches when looking ahead, connections are handled better. New NavInfo structure to regroup way point information and removal of duplicate code referring to current waypoints.
Career:
* Career Invitationals: Le Mans Endurance event remapped to correct calendar dates, session starting time tweaks, and round format standardized.
* Individual series can specify a section of the CareerMotorsportTeam data to setup teams with, rather than using defaults applied to the motorsport
* Career Invitationals: All Kart class events remapped to correct calendar dates, session starting time tweaks, participants count updated, and round format standardized.
* Career Invitationals: All Road class events remapped to correct calendar dates, session starting time tweaks, participants count updated, and round format standardized.
* Career Invitationals: All Prototypes class events remapped to correct calendar dates, session starting time tweaks, participants count updated, and round format standardized.
Physics:
* Maths optimisations
* Formula Rookie: Safer bump stops
* RWD P20 LMP2: Fixed AI turbo issues
* GT3 cars: Default setup adjustments
* FG1000: Small changes to default setup
* Increased sampling of predicted weather
* Aston Martin Vantage GT3: Physics update
* Init fuel strategy for player when setup used
* FIX WMD-1207, Reset no longer recovers lost wheels
* Palmer JPLM: Default setup adjustments for gamepad
* RWD P30 LMP: Default setup adjustments for gamepad
* Caterham SP300R: Default setup adjustments for gamepad
* Player fuel levels automatic option, currently enabled
* GT3 tires: Added longitudinal tread compliance and bite.
Vehicles:
* BAC Mono: Added 1 manager livery
* Alpine A450 LMP2: Fixed team name
* BMW M3 GT4: Added 1 manager livery
* Oreca 03: Added 2 manager liveries
* Radical SR8: Added 1 manager livery
* BMW M1 Procar: Custom dirt DDS file
* Formula A: Added 2 manager liveries
* BMW M3 GT2: Added 3 manager liveries
* RUF RGT-8 GT3: Added 2 manager liveries
* Mercedes 190E Evo2: Custom dirt DDS file
* Renault Clio Cup: Added manager liveries
* Mercedes SLS GT3: Added 2 manager liveries
* Karts: LOD Polishing and CPIT mesh updates
* Pagani Zonda R + Zonda Cinque displays resaved
* GT3 cars: Headlight color and brightness adjustments
* Audi R8 LMS Ultra: LODA/C polish, custom dirt DDS file
* Caper Stockcar: Added 1 manager livery, custom dirt DDS file
* Marek RP339: Further LOD tweaks, LOD tweaks to reduce popping
* Ford Capri Group5: Added 2 manager liveries, Custom dirt DDS file
* BMW Z4 GT3: Added manager liveries, Added 2 more manager liveries
* Ginetta G55 GT3: Separated gearstick mesh, added gearstick animation
* RUF-RGT8: Windscreen reflections dds texture, updated to latest specs
* Audi R8 V10+: Windscreen reflections dds texture - updated to latest specs
* Aston Martin Rapide Hybrid: Added LODA-D and CPIT meshes, ULTRA detail setup
* McLaren MP4-12C GT3: Windscreen reflections dds texture, updated to latest specs
* McLaren P1: Windscreen dds texture - reduced reflections brightness and dirt level
* Ginetta G55 GT4: Further lod work. Added sequential shifter motion, added Ultra setting
* Marek RP219D: Matched headlight color to flare effect, CPIT animations fixes, including gearshift.
* Mercedes C-Coupe DTM 2013: Windscreen reflections dds texture - updated to latest specs, LOD tweaks to reduce popping
* Aston Martin Vantage GT3: Minor material updates. Cpit Banner Uv3 mapping updated. Added winning liveries names and material setup. center cockpit cam adjustment, brighter headlights with correct color. Tweaked collision meshes to get the ride height a bit lower. Minor Damage deformation update. Minor tweak on Headlights placement. Uploaded new export.
Tracks:
* Besos: Added txt for missing assets
* Hockenheimring: 2 updated textures, startline & edge
* Glencairn East: Fixed cut track issue where line touched grass. Fixes JIRA WMD 227
* Oulton Park: Edit corridors around the barrel objects to help with AI collisions there.
* Belgian Forest: Added missing barriers, fixed various issues, colission, reflection, added more pit interior
* Dubai Club: Resaved AIW to drop waypoints back onto track. At some point the track elevation was changed causing this. Fixes JIRA WMD 503
* Dubai Autodrome: Carried over all the polish fixes from the Int layout's last few revisions, fixed more issues - bad mapping on pit garages , redid white lines , fixed sunken overlays in pits , new skidmarks , faded racing line , removed spec from racing line
* Eifelwald: Updated rules file for 3 sub layouts , updated placement XMLs , updated TRDs to point to the new autograss and tree overrides. added new textures for polish pass, tree texture balancing, added new textures for polish pass, added new textures for polish pass, added new textures for polish pass, added new textures for polish pass, added new textures for polish pass, updated groundcover texture to use the new mesh layout, updated bush texture
* Silverstone: Edited corridors for better AI behaviour, added TRD string to alow control of puddle reflections per asset for optimisation work, LOD pop fixes, added (Dynamic) runoff adverts, pop-up fixes,fixed missing puddles, blocked old pit entry with tyres, night lights - adjusted ranges and optimized, fixed floating ones, reduced intersection amount, fixed cut track problem caused by previous corridor edits. Old pit lane area blocked off with specific instanced tyrewalls, tree reflection flagging (wet weather), Updated correct Track lengths and number of Lap info for the track loading screen (all variations), optimized scene, added correct Becketts curb and gravel, gravel edges color match, fixed colission, welded vertices, fixed gaps, added occluder into pitbuilding, optimized puddles reflection, added correct Maggots curb