Build 816 (26/09/14, Team Member+) - 974.1 MB
Next-Gen:
* XB1: Some post ESRAM optimisations
Render:
* Corrupt rain drops - definitive fix!
* Fix for god ray rendermode not getting set up.
* Enabling impostor reflections support in shaders
* Cloud diff/rim/buildup/opacity map compressed to dxt5
* Impostor reflections: Compensation of normal map error changed
* Changed render thread allocation system, now won't cause odd spins on main thread.
* Adding code to test if the Offscreen Render target is active before we decide to test if the particles need rendering to it.
* Fixed leaking scenegraph query caused by non-deletion of query interface - converted pointer to smart pointer so that it removes itself.
Weather:
* Lightning frequency reduced from 0.35 to 0.1
Cameras:
* Vehicles: Adjusted driver eye point and restricted set movement to fix clipping
Gameplay:
* Grid order setup made solid against bad data
* Fix number of laps passed through to physics when advancing sessions (WMD-723).
GUI:
* HUD: Added Motec for AM Rapide
* Reduced dot size of drivers on the monitor map
* Don't test for blue flags against ANY car not on track.
* Added other wheels for camera origins than just left front
* Stopped blue flag processing when the vehicle is not on track
* MP Create and Lobby Screen enable/disable settings based on track type.
* Enable HUD notification when player gets control leaving pit lane (WMD-1597).
* Removed redundant visuals setting 'lampost stretched reflections' from visual page
* Adjust tyre HUD colours again, should be good now (I know they don't fit exactly with the pCARS brand colours but it's more important they reflect the temperature properly).
* Pre-heat tyres and brakes based on session/start type, ignoring the first run preset values for now until GUI options are added for these. (This change doesn't effect cars that use tyre warmers.)
* Monitor screen fixes: Always (Re)Highlight the vehicle being viewed, on entry to the spectate screen: Keep the same vehicle being viewed and camera view on exit (and re-entry) of the simualte screen.
Multiplayer/Online:
* Multiplayer invitations fixes, wip: Implementation invitation handling in option menus and sub-menus.
* Multiplayer invitations fixes, wip: Removed explicit "needs backing out to accept" calls from various GUI pages, instead the main menu now sets this state whenever the main menu is deactivated. Fixes issues where an invitation would be happily processed on pages that do not support them, potentially crashing the game. Added previously missing "back out towards main menu when mp invite is accepted" handling to most frontend screens. Hooked up dialog invitation support code. Invitation processing flow will be correctly paused when a dialog that needs user interaction is active.
Characters/Animation:
* New FuelHose skinning
* Adding new rig for airjack
* Character props: Added fuel tower arm, setup basic rig and skin
* Pitcrew: Airjack mechanic: renamed airjack hose bones, +exported animations
* Fuel mechanic 01 R : Initial animations for fueltower arm + additional hose
* Pitcrew airjack mechanic: Changed rig hierarchy , linked root hose to AJM root bone
* Driver anims: Exports from Ford Focus RS, Gumper Apollo, Kart 01, LMP RWD P30, RWD P20 LMP2
* Pitcrew: Airjack mechanic RWAJ - changed long hose for backpack+short hose. animation, rig setup, catabe,triggers
AI/Pitstops:
* Force pit out when no pit crew available
* PitEngineer: Fixes to Penalties::Reset(). Adjusted overtake report logic. Adjusted low fuel reporting logic. Weather forecast report logic made aware of current tyre type. Fixes to defending position reports. First lap fixes. Pit engineer disabled in replays.
Career:
* Fix for issues with wrong car in wrong race
* Fixed invitation processing in career pages.
* Career versioning. Will invalidate old Career save data.
* Career Contracts: Various updates to incorporate updated liveries.
* Career Invitationals: Several series, adjusted number of participants to accommodate tracks that do not have enough grid spots for original amount.
* Career Invitationals: RTD British Track Challenge - Adjusted number of participants to accommodate tracks that do not have enough grid spots for original amount.
Physics:
* Tires: FB r8; FA engine tweak
Vehicles:
* BMW M3 GT4: Added custom dirt
* RUF RGT8 GT3: Added custom dirt
* Vehicles LOD distance adjustments
* Mercedes SLS GT3: Added custom dirt
* Ford Escort MK1: Fixed big interior gap.
* Ford Mustang Boss 302R: Added custom dirt
* Aston Martin Vantage GT4: Added custom dirt
* Aston Martin Vantage GT3: Added custom dirt
* SuperKart: Disc UV fixes, LCD material tweaks
* Formula A: Fixed 2 liveries (bad chrome effects)
* Vehicles: Adjusted Aston Martin cockpit exposures
* Aston Martin Rapide: Added liveries, added rim variation, added custom dirt
* Ginetta G55 GT4: Added liveries, added rim colour variation, added custom dirt
* Marek RP339H LMP: Disc UV fixes, LCD material tweaks, Added floating lightflare polys
* Gumpert Apollo: LCD material tweaks, Light UV fixes, Disc UV tweaks, Added floating lightflare polys
* Mercedes CLK-LM: Cockpit DDS texture. Interior DDS texture. Steering wheel DDS texture. Initial check in. (NOT IN-GAME YET)
Tracks:
* Eifelwald GP: Tyre placement update
* Hockenheimring: Fix jira issue WMD-1288
* Azure Circuit: Tires changed and completed
* Road America: Merged latest stuff, fixed/updated CSM
* Besos: Tweaked light position on lap timer, jira fixes merged in latest work, Removed crowds from redundant tribunes
* Eifelwald: Updated the armco textures to reduce the amount of grass staining at the bases, fix for overlay UV2 mapping error
* Zolder: Viewer placement fixes & optimization, outer terrain tweaks, viewer palcement fixes, reported bugs fixed, reducing assets variants
* Brands Hatch: Reflection tagging on viewer scenes, fixed all puddles and reflections, adding new items into reflections that were missing, tilt on dented kerb fixed
* Mount Panorama: Optimization and fix for incompletely mipped texturemaps,Reflection tagging on viewer scenes, fixed all puddles and reflections, adding new items into reflections that were missing, tilt on dented kerb fixed, Track cleanup, path updated, optimizaions and mip adjustments on texturemaps, fix for nmp tilts, fix for duplicate mtx, texturemaps optimizations for mips, optimization of maps
Build 815 (25/09/14, Team Member+) - 1.1 GB
Next-Gen:
* XB1: Implemented "Request Friend" and "Show gamercard" functionality.
Render:
* Enabled smoke/dust particles to render offscreen (performance)
* Support for particles rendering to quarter sized render target (performance improvement)
* Added offscreen techniques to particle effects for rendering to quarter sized render target (performance)
Online/Multiplayer:
* Make filtered vehicle list update when MP Vehicle group changes
* Added missing "Show Steam Profile" to player interact dialog and text database.
* Implemented "add friend" and "show steam profile" functionality of player interact dialog (WMD-1233, PC)
* Switch to MP Vehicle Group. So you now have to pick from a specific group of cars (e.g. GT3) to race against.
Gameplay:
* Fixed formation lap intro, and outro gameflow
GUI:
* Updated tire temperature monitor
* Trackmaps: Updated TRGs - all variations
* Change HUD tyre temperature texts to include TYRES.
* Added vehicle group to MP create screen, enabled vehicle select in MP lobby screen.
* All Tracks: Track Data Files updated with correct info (Track length, No of Turns, Year, Race Year, Reflection tagging)
* Default Tracklist & Group files: Updated and removed all tracks that won't be in the final release list. Those removed will be added to a DLC tracklist later.
Characters/Animation:
* Driver exports: Deleted old export data from all drivers
* Pitcrew wheel mech 02: Changed hose animation(scaling off)
* Drivers exports: Re-exported meshes to fix logos skin issue
* Drivers texture: Updated helmet mask from the one used in ART
* Pitcrew wheel mechanic 01: new hose animationin respect with skin scale off
* Pitcrew wheel mech 01: Catabe error fixed; changed hose animation (scaling off)
* Drivers: Updated GT, F1, KART and classics drivers with new helmets meshes + new materials variations, Renamed meshes according to last standard, Updated RCFs with new variations, Uploaded new textuers exported and updated OLD ones, Tested and working
AI/Pitstops:
* Adjust on road / off road detection values and tweaked debug screen
Career:
* Randm factor to whether / which manager and engineer emails you get
Vehicles:
* Formula Rookie: Disc UV fixes
* Formula A: LCD material tweaks
* Ford Escort Mk1: Fixed black rim textures
* Vehicles: Fixed remaining RCF tire index numbers
* Ford Focus RS: Animation files. Fixed Shiftgaiter animation.
* Formula B/C: LCD material tweaks, Lights UV fix, Disc UV tweaks
* Formula Gulf 1000: LCD material tweak, Disc UV fixes, Made LODB discs
* Renault Clio Cup: New suspension setup using B85 Clio docs as reference
* Ford Sierra RS500: Light UV fixes, LCD material tweak, Disc UV fixes and mesh fixes
* Ginetta G55 GT3: LCD material tweaks, Light UV fixes, Disc UV tweaks, Added floating lightflare polys
* Ginetta G55 GT4: Fixed material names + user flags, Wipers animation/Rain setup done. Sidewindows Cpit details improved. Minor fixes on Interior Cpit meshes
* Ginetta G40: LCD material tweaks, Lights UV fix, Disc UV tweaks, Made LODB discs, Added floating lightflare polys, Fixed Floating wing mirror issue in CPIT view
* Audi 90 IMSA GTO: Windscreen reflections texture, wheels dds texture, misc dds texture, lights dds texture, brake disc, windscreen banner, badges dds texture - new texture, initial check in (NOT IN-GAME)
Tracks:
* Road America: Optimized crowds
* Azure Coast: Fixed issue wmd 1752
* Azure circuit: Textures for street lamps
* Le Mans: Fixed latest batch of errors reported by WMD members , reduced shader count and worked on ground shader optimizations, wmd-1641 fixed, floating tree fixed
* Brands Hatch: Latest updates from Dave merged, fix for tilted roadnmp, updated track length & No of turns info, also turned reflection tagging code for optimisations
* Imola: New Tarmac material setup, updated the Skyring to latest setting, added Tunnel & Pits rain blockers, Global welding pass to fix micro gaps/visible seams, STL check on the track csm mesh, checked the wet weather setup with custom puddle maps for kerbs and trackside things like grates, new whitelines, bridge pop fix, Specular downward blocker as in BH, AR-1744 moving-orange mark removed, few instances added to help occluders, tunnel camera bb added
Build 814 (24/09/14, Team Member+) - 531.8 MB
Tweakit:
* Added value ignoreReplayEvents to the tweakit container for the env system. This will make the weather system ignore weather events from the replay system.. handy for video editing etc..
Next-Gen:
* XB1: Support for EQAA
* XB1: Optimised HDR EQAA resolve
* Fixed some XB1 and PS4 strings for bugs WMD-1852, WMD-1166 and WMD-584.
Render:
* Fix for nmp tilt
* Impostor reflections: Scaling system altered to avoid increase of stretched reflection lenght with growing distance between light source and reflecting surface (mostly when carr is driving off road)
* Improved impostor reflections: Surface normal obtained from road instead of surface directly under the car - this avoids stretching direction change when car is driving off road and avoids flickering when car is driving over the kerbs
Cameras:
* Generic camera animation export tweak/fix
* Default settings now takes the camera default proprely in account.
GUI:
* Updated Glencairn logo
* Enable extra HUD tyre and brake gadgets.
* Add extra HUD tyre and brake metrics support.
* Fix - WMD 1750, center cam does no longer show driver, when driver/steering wheel is turned off in options
Characters/Animations:
* Character props: Update airjack
* Updated helmet visor and logos parameters
* Drivers: Updated L and M drivers composer and meshes with latest changes. Unified with _meshes file
AI/Pitstops:
* Speedups to simulate
* Reduce wet track AI performance mod by 50%
* Change AI performance mods constants to tweaks
Career:
* Trophy Video 01: Final quality
* Career Contracts and Invitationals: Various updates to fit in new liveries.
Vehicles:
* Oreca 03: RCF tire numbering fix
* Audi R8 LMS: Added liveries (DDS)
* Karts: Updated AO and added damage
* Formula Gulf 1000: Updated livery02, new livery10
* Ford Escort Mk1: Added liveries (DDS), added rim colour variation, Light UV fixes, Disc UV fixes, Added floating lightflare polys
* Ford Focus RS: LCD material tweaks, Light UV fixes, Removed some duplicate light polys, Disc UV fixes, Made LODB discs, Added floating lightflare polys
Tracks:
* Silverstone: Fix for lamp post pop-up
* Oulton Park: Merged latest stuff/fixes
* Brands Hatch GP: Latest updates from Dave merged, fix for tilted roadnmp
* Cadwell: Change gen. bushes (use receive shadows), optimized club variation (remove 3d trees)
* Eifelwald GP: Added correct track length, number of turns, set reflection tagging to be active, correct dates.
Build 813 (23/09/14, Team Member+) - 347.2 MB
Audio:
* Fixed PitSound soundbank settings, and moved to appropriate sound category for volume control
GUI:
* Oulton Park track photo images added
* Next batch of track location photos added
* Chatfilter: added safety checks on null strings
* Fixed a bug in the way the metric fields were being handled & retrieved. Now setting the fields value rather than accumulating into it.
Controllers:
* Re-added wheel extension required when using wheel controllers
Characters/Animations:
* Drivers: Updated driver textures
* Updated the function for local origin settings for players car to work almost as intended. + prepare for origion set checking
Vehicles:
* Audi R8 LMS: Added rim colour variations
* Vehicles: Changed RCF index numbers for tire material swaps to fix a crash
* Ford GT40 MkIV: Light UV fixes, Disc UV fixes, Added floating lightflare polys
* Ford Mustange Boss 320R1: LCD material tweaks, Light UV fixes, Disc UV and mesh fixes
* Ford Mustang Cobra TransAm: LCD material tweaks, Disc UV and mesh fixes, Closed CPIT bonnet gap
Environment:
* Fixed transparent shader on dynamic traffic cones
Tracks:
* Cadwell: Fixed scale trees, fix position - for all track variation
* Lakeville: Adjusted corridors in the hairlin areas to keep the AI on the track and off the tires bundles. Dropped Nation grid size to 33 to fix AI not starting near the back of the full grid.
Build 812 (22/09/14, Team Member+) - 1.6 GB
Localisation:
* Added 9 language translations
Next-Gen:
* XB1: Phase 3 splits reduced to 4
* XB1: Flickering shadows fix take 2
* XB1: Fix for particles with Fast Semantics
* PS4: MP Fix for joing a lobby after sign out.
* XB1: Enable fast semantics on deferred contexts!
* XB1: Support for Raw Vertex data (for particles)
* XB1: First part of fix for auto-grass with Fast Semantics
* XB1: USAGE_DYNAMIC fixes for Memory meshes. Fixes missing ambient shadows with fast semantics
* XB1: Clamp motion-blur amount and reduce by a factor of 2 (aligns with what PS4 currently has)
* XB1: Switch to Raw Vertex Ptr method for particles, instead of PC style shared vertex buffers (removes an additional buffer copy)
Base:
* PC: Removed -x64 cmdline switch
* PC: Run the 64 bit exe as default on 64 bit OS
* Updated default optimisation settings for win32 and x64
* PC: Added -x86 command line switch. If passed to the x64 exe it will force the 32 bit exe to run instead.
Audio:
* Updated looping sfx
* Adding WIP pit sounds fdp
* Tidied up Audio Lock/Unlock calls
* Adding pit stop related ambient sounds
* Initial setup ready for Stuart to include in Pak file
* Tweaks and balance to Merc Evo2 DTM, Audi R8 PLus & Audi R8 LMS. Matched the rev-limiter rpm to the physics redline.
Render:
* Road shader performance fix
* Avoiding water spray in tunnels
* DX11: Fix presentation threshold
* Clear weather textures have mipmaps
* Added mipmaps to night_twilight and stars textures
* Dynamic drying line systems all set to same material
* Changed control of rain drops parameters on bodywork
* DX11: Fixed runtime debug-only assert in 64-bit builds.
* Correcting crash in Participants tunnel zones enumeration when GetPhysicsMetrics() is NULL
* Reverting impostors anti-flicker as it does not work properly, corrected impostor positions in tunnels
* Stretched headlight reflections rebalanced at tracks with new road dbv setup tweaks such as silv and dubai.
* Added initialisation for diffuse texture param index - this fixes a crash on exit from race for certain car types.
* Fixed bug with driving line generation which occurs when invalid track length is computed from the AIW information.
* Stopping rain drop build-up in tunnels on bodywork and glass (VehicleRenderGI holds own rain drop cycle position), turning off wipers in tunnels
* Bodywork rain drop parameter handling moved into VehicleBodyworkMaterialSet (from VehicleWindshieldMaterialSet), corrected rain drop cycle position computation
GUI:
* Pro damage set to full.
* Driving line night updated.
* Fixed up gameplay-opponents screen
* Background movie 'milk effect' fixed.
* Amateur handling set to intermediate.
* Fix MP Force Realistic Mode app link.
* Bug fixes for MP Lobby and Create screens.
* Prevent crash is no 'LeaderboardRightMenu' is found
* Disabled three entries in the events selection screen
* Added missing initialisation for the main menu variable
* Disallow time progression if the player is not in garage
* Tidied up cleanup and state flow for GUIAsyncLoader class
* Background movie fixed, old-style Lobby Settings screen removed
* Fixed the metrics calling back "RaceCompleted" for all non-race sessions
* Retaining the currently selected participant index for the monitor screen when the tables are rebuilt
* Corrected Standings screen timing 'best-lap' results to be deducted from the fastest lap time, not the lap time from the driver in front.
* Added handling for location and vehicle select to MP create and lobby screens. Vehicle select in lobby disabled until the filtering system is worked out.
* Fixed the monitor screen swapping driver camera every time a position changes. Highlighting the players team in the standings screen. Stopped the auto-selection of the team on mouse-over.
Online/Multiplayer:
* Hookup MP AI opponents.
* Hookup MP restrictions gears, abd, tcs and sc.
* Hookup most of the game options in new online lobby section.
* Hookup and sync all the extra session attributes in lobby screen.
* Fixed preprocessor definitions in WeatherService for Win64. Fixes startup crashes in 64-bit builds.
* WMD-184: Monitor Steam disconnects/reconnects, report them to app, drop from mp session on disconnect.
Characters/Animations:
* Airjack skeleton update
* Skeleton for aircompressor
* Drivers: Color maskminor updates
* Update of props (mostly shadows) + new prop (aircompressor)
* Pitcrew: Airjack mechanic: fixed missing trigger from animation
* Pitcrew Airjack mechanic: Initial airjack hose rig + animations
* Drivers: Color mask revorked to fit new UV layout, logos removed
* Wheel attendant 02R: Fixed end pose in "wha02_r_lrwn_mount_lrw_01"
* Fixed 80s helmet issue with modifiers presets. Updated SMSOP presets.
* Added missing textures for props_airhose, missing material for airhose prop
* Drivers: Updated visor material for modern helmets, created/updated new material presets, minor tweaks in naming
AI/Pitstops:
* Speed up pit slide
* Hooked up opponent slider to AI setup
* Reset exact position has been worked on for consistency
* Fixed the player pit stops malfunctioning in various scenarios
* Reset is only available when driving normally ( disabled in pits )
* Add fallback case in AIDB when drivers are looking for a branch that has no valid waypoints
* Fix a rotation wraparound issue that could make the pit slide rotate in the wrong direction
* Reduce effect of cold tyres on AI somewhat so they're not as slow in the first part of the first lap.
* Moved animation update inside the script update to ensure there is no race condition on updating sequence variables from triggers.
Career:
* Swap button positions in Career
* Added new text for invalid vehicles in locked career series
* Career series will now be locked if contract car isn't eligible (e.g. in GT3 for side-series), and career event launch panel will display the reason
Physics:
* Aston Martin Rapide: Basic first pass at physics
* Aston Martin Vantage GT3: Increased default TC slip setting
Vehicles:
* McLaren 12C GT3: Fixed UV mapping, material tweaks
* Caterham R500: LCD material tweaks, Lights UV fixes, Disc UV fixes
* Caterham SP300R: LCD material tweaks, Lights UV fixes, Disc UV fixes
* Caterham Classic: LCD material tweaks, Lights UV fixes, Disc UV fixes
* Ford Capri Group5: LCD material tweaks, Lights UV fixes, Disc UV fixes
* BAC Mono : LCD material fine tuning, Light UV fixes, brake discs UV fixes
* BMW Z4 GT3: Light UV fixes, LCD material tweaks, Added floating lightflare polys
* BMW M1 Procar: Light UV fixes, Brake discs UV fixes, Added floating lightflare polys
* Marek RP339H LMP1: Added windscreen banners for liveries + tweaked windscreen reflections
* BMW 320 Group5: LCD material fine tuning, Light UV tweaks, Added floating lightflare polys
* RUF CTR3 SMSR: Template adjusted, loda completed, reworked uv layout for lodx\loda. WIP LODB
* Audi R8 LMS Ultra: Updated AO and damage, LCD material tweaks, Lights UV fixes, Disc UV fixes
* Audi R8 V10+: Added floating light flare polys, LCD material fine tuning, brake discs UV fixes
* BMW M3 GT2: Light UV fixes, LCD material tweaks, Made LODB brake discs, Added floating lightflare polys
* BMW M3 GT4: Light UV fixes, LCD material tweaks, Made LODB brake discs, Added floating lightflare polys
* BMW 1M: LCD material fine tuning, Light UV fixes, Brake discs UV fixes, Added floating lightflare polys
* BMW M3 E30: Light UV fixes, Brake discs UV fixes, Made LODB brake discs, Added floating lightflare polys
* RWD P20 LMP2: Fixed CPIT windscreen UVs, Added windscreen banners for liveries + adjusted windscreen reflections
* RWD P30 LMP1: Fixed CPIT windscreen mapping, Added windscreen banners for liveries + adjusted windscreen reflections
* Marek RP219d LMP2: Added windscreen banners for liveries + adjusted windscreen reflections, fixed custom livery support
* Aston Martin Rapide: Sidewindows Cpit details improved. Fixed Steeringwheel pivot. Uploaded mask, textures animation files and new export. Updated wipers meshes. Wipers animation/Rain setup done. Sidewindows Cpit details improved. Fixed Steeringwheel pivot.
Environment:
* Dead Conifer redwood instance variations added to the pool
Tracks:
* Greenwood: Added new green tyrewall instances
* Mount Panorama: Various fixes, occluders tweak
* Azure Circuit: Changes in objects along the road
* Road America: CSM fixes, ad boards placement fix
* Oulton Park: Optimised resolution, fixed sinking cars/trees
* Oschersleben: Fixed reflective track edge, tweaked occluders
* California Highway: Fixed jira issue 487 updated all stuff around this new area
* Imola: Optimization updates for pitbuilding area, occluders and instances, Optimized
* Moravia: Pitlane stuff removed, pitstuff on stand by removed at the moment from the pitlane.
* Belgium Forest: Removed pit lane tyre stands. Fixed all puddles and reflections, adding new items into reflections that were missing
* Zolder: Fences finished,terrain texture updates,texture optimization, updated Track TRD with new emap Position, No of turns data, Race Date, Track Length info.
* Dubai Autodrome: Added dirt and AO fade, updated wall textures to include some base dirt, fix for the intermitent lap counting bug - CP was above the track in a certain place.
* Silverstone: Fixed blurred whiteline in distance by rescaling blend texture and limiting to 8 mips, improved static emap position for better window reflections, Pitbuilding emm setup tweaks
* Cadwell: Fix dif txt (remove some issues), add numbers txt for safe fences and small yellow sign for bridge, fix tyres around hut nmb8 and fix crowds, new road materials and textures, WIP of grass and dead grass, new trackedges and whitelines, WIP of kerbs, update Track data info - corrected Long/Lat Co-ords, added No of Turns data and racedate set to 2015, added missing trees, use some 3d tree, modify scale, position..etc. CSM fixes - car can no longer fell out of the world