Build 847 (10/11/14)
Important:
* PC: Changed project documents sub-folder name to "Project CARS" for save game, dbgSession, gfx config etc
Next-Gen:
* PS4: Removes discard from PS4 path. Makes it about 33% faster.
* XB1: Cleaned up main menu quick random state code to reduce amount of duplication.
* PS4: Fixes issue with SSAO missing half the noise texture. Fixes issue with setinterparams not correctly marking the shader textures as dirty.
* XB1: Updated online "Quick Random" option code to use the DS flow. Added session state callbacks to MainMenu to handle special error cases (not enough permissions, logged out, etc.).
Render:
* Moon rendering now fixed.
* Removed imposters from consoles. (They were not active anyway).
GUI:
* Applinks for new bars
* Fixed MP location select
* Refinements to DNP tracking
* Fixes number display in profile stats
* Fixes broken track layout select flow
* Updated Tuning Load/Save screens and help text
* Chat box not shown on console in-game lobby screen
* Tuning sliders hidden when a tuning option is disabled
* Additional text strings for updated Tuning Load/Save screens
* Fixes scrolling in MP create and lobby screen for location and vehicle
* Wipers audio plug and animation extension, trigger moment fix and more AR-2272
* Fix for issue where in browse locations, the track maps and info would not appear
* Fix for AR-2743 and partial fix for game mode settings (laps and AI participant count)
* Car Class menu item added to console Mulitplayer Create screen rather than Opponents Identical Class
* Fixes Beta issues, return to main menu from dashboard; time trial screen selecting locations 'OnSelect'
* Fixed a group of memory leaks caused by having a method for removing certain items which was not called.
* Don't begin lobby countdown timer until at least 1 vote to start received. Disabled Start button in public games.
* Rich presence core tech update and majority of app-side hooks implemented. XDP and TextDB updates to reflect game features.
Cameras:
* Fixed possible crash in camera release.
* Added ability to change the seat angle in the Cockpit and Helmet camera views.
* Removed some unwanted camera animation loading for AI, should speed up the load and should help with some suspected crashes related to releasing them as well.
Online/Multiplayer:
* Basic dedicated server skeleton and cmdline wrapper. So far only Steam Server startup sequence has been implemented.
Characters/Animations:
* F1 Pitcrew: Initial anims "fire attendant R"
* Pitcrew exports: Fixed LODB and LODC racingsuit IDs problem
* Isolated props_root bone completely and fixed Export rig Selection sets
* Pitcrew export: Re exported to have base bilbard material in LODD as default
* Pitcrew: Added pitcrew billboard + smsop for the LODD. Added new compositiosn for the new billboard
* Pit manager update for correctly handle pitstop sharing. Added checks to ensure better animation loading.
* Pitcrew: Added new billboard LODD mesh as body racingsuit. Updated name mesh to match last name convention. Updated billboard texture. RCF updated with new billboards entry
AI/Pitstops:
* Tweak the start reactions to a player being AFK on the grid
* Added test to make sure the driver is blocked by either another car or a wall in front of him before firing the Reverse Recovery
Career:
* Added assert when checking career data without a career save, to make sure a complete check is done
Physics:
* Fixed bug in CL 493557 causing floating vehicles.
* Updated vehicle non-collidable behaviour after reset to track.
* More AI grip changes to balance speed aginst player car - Caterhams
* Caterham Classic: Reduced FFB tire multi force to reduce feed back strength
* GT3 cars: Balanced fuel use and tank size for realistic stint length and to keep the field close
* Mercedes SLS AMG: Weight adjusted per Sport Auto test, Made active aero non-adjustable, Drivetrain efficiency
* Mclaren MP12C GT3: Reduced front brake bias, add more rear swaybar to the setup. Helps corner entry understeer.
* Formula C: Fixed rattling in FFB, reduced cold tire grip range to make the car drivable. Redid setup to remove a good amount of trailing throttle understeer. AI grips increased to match my increased lap times from these changes.
* Fixed detection of objects overlapped by participant vehicle, on update of participant's collidable state. Non-collidable participant, trying to be fully collidable while its vehicle is blocked by overlapped objects, becomes collidable with static obstacles until full collidability is possible.
Vehicles:
* Alpine A450 LMP2: Minor approval fixes
* Marek LMP2: Fixed cockpit steeringwheel to be hideable
* RWD P20 LMP2: Fixed cockpit steeringwheel to be hideable
* Oreca 03: Minor approval fixes, added Oreca logo to liveries
* Gumpert Apollo: Fixed duplicate interior parts on ultra detail
* Aston Martin Rapide: Fixed duplicated cockpit parts in Ultra detail
* Ford Capri Group5: Added placeholder senior manager livery, small ultra detail fix for windscreen banner draw order bug
Tracks:
* Azure Circuit: Tweaked planters.
* California Horse Thief Mile: Crowds initial placement.
* Dubai Kartdrome: Truck removed, dyn triangles, trucks, tents
* Eifelwald GP: Latest placement update (tree repath, tyrewall updates)
* Oschersleben: Removed single pit spot causing the pit crew on the track.
* Silverstone: Updated the road material to remove the ununsed second normalmap
* Florence GP: New raceline for the AI. Picked up about 2 seconds with the GT3 cars.
* Eifelwald: Adding rain blockers, marbles & leaves, wet track reflection & env map tagging.
* California Highway: Wet weather updates, tagged terrain and scenery to show in puddle reflection maps
* Imola: New AIW raceline for a bit faster AI. Picked up about 1 second with the GT3 cars, marbles and leaves camera box effects added
* Sakitto GP: New basic AIW's for latest corner changes, new basic AIW's for testing the new layouts. Theses only have the main path and start positions. No working pits. Quick race only.
* Greenwood Karting: Old event tents was swapped on new models, old event flags was swapped on pcars flags, old tyrewalls was swapped on new green/white color and better model+textures (hw instances and dynamic), created new grass csm and reworked grass exclusion map, updated crowds and viever assets for new terrain
* Watkins Glen: Track related viewer files fixing some missing tyrewall end assets and positions , also remanaged tree scene so it can be shared between the scenes at, added reflection entry for scene depending reflection on connecticut hills variations, fixed reflection issues reported on Wmd forum, started on fixing the other reported WMD bugs
* Jin Ding: Added alpha ch. for spec map, fixed lod pop up issues on fences, marshall huts, ad boards etc, updated terrain blend map around barriers and edges of kerbs and graveltraps, baked vertex AO, baked texture AO and added to broad texture map, merged new fakeline and skidmarks from Andreas, merged stuff from LukasK, TomasT and JanP, assets textures - noise wall, buildings, gantry,adboards, fakeline and skids blend maps
Build 848 (11/11/14)
Audio:
* Stuck gear sound now plays if the gears are damaged, triggered from physics events (volume levels/dropoff still to be tweaked)
Physics:
* AI rolling resistance per tyre tweakers
* Display aero drag for AI in debug screens
* Mclaren 12C GT3: New shock ranges, Swaybar reduced, New FFB tweaks
* Audi R18: Added back more yawdamping. Was having a bit of oversteer on this AI.
* Aston Martin Vantage GT4: Fixed too little AI load senstivity making it always the fast AI car in GT4
Vehicles:
* RUF CTR3 SMSR: UV and material fixes
Tracks:
* Azure Coast: Textures for bus stop.
* Jin Ding: Added new txt for a3 and a11 stands, new ground cover, textures update
* Oschersleben: New raceline for better AI racing. 1.5 seconds faster with GT3 cars.
Build 849 (12/11/14)
Audio:
* Bad gear shift grate noise tweaks. Better distance roll-off for external bad shifts.
Next-Gen:
* XB1: Quad rendering support + no index buffer support (for accelerated cloud rendering)
* XB1: Fixed issue which prevented host migration from finalizing correctly when the current host is soft kicked.
Render:
* CloudModel: Only include normals/binormal/tangents with NO_BILLBOARDS (billboards generate their own)
GUI:
* Exported hardcoded lobby strings
* Updated Quick Race Weekend screen
* Disabled time settings for Time Trial
* Getting bonus points working with quick race simulation
* Fix for remaining known knock on bugs from AR-2402 - Split Profile Settings by Game Mode
* Stopped the pit strategy screen resorting the list every time you change a pit strategy active status.
* Another bit of AR-2402 - Time/Date of race settings now split by game mode. Time Trial settings fixed to 1 June 2pm on the current year.
* Photomode: Filter tweaks and additions. I've renamed all filters with descriptive names. non-English srings set to Filter(translated) 01-26
* Additional rich presence hooks, some hardcoded strings exported to TextDB from lobby code. Allow game host to Start a public JIP-enabled session by himself
* Various achievements bug fixes: Maverick Requesting Fly By - ensures this is only checked for during race. Say Hello To My Little Friend - ensures this is only tested against Formula A cars. Sunday Driver - ensures this tests against all sessions, not only race sessions. Keep Calm And Race On - tuned the corner marker count to take into account going through the first corner and THEN crashing as a result of bad cornering. Gladiator - corrected the tire wear check which was failing the achievement if it was set to anything other than 'standard'. Now can be achieved for all tire wear settings excluding 'off'.
Cameras:
* Slowed main animated garage camera down to 1/4 speed
Characters/Animations:
* Added TM bone and traced
* Adding new FuelTower rig
* F1 Lollipop: Updated export selection sets
* Pitcrew: Initial F1 chief mechanic source files
* F1 Pitcrew: FuelMechanic initial export files, catabe setup
* F1 Pitcrew: Fire attendant updated triggers, catabe, export selection
* F1 Pitcrew: Fire attendant export updated with proper naming for position animations ( R-> RC )
* Fix animation trigger tracks leaking named params when loaded from binary data originally referencing its keys. (WMD-2434)
Career:
* Career Endorsements: Scripted and hooked up a full set of eight endorsements (non-final data).
Physics:
* GT4 cars: Balance of performance work
* Tweaks to AI grip application with rain
* Ginetta G55 GT3: Tiny aero model change
* Added rough sand medium & heavy materials
* McLaren MP12C GT3: Lowered AI peak slip angle 1.5 degrees.
* RUF RGT8 GT3: Fixed typo in right front Reboundstage2 so left and right front match
* GT type slicks For AI cars: Dropped peak slip angle 1.5 degrees to help them follow the the higher speed inside apex lines more closely.
Vehicles:
* RUF CTR3 SMS-R: Fixed carbon UV3 mapping
Tracks:
* Azure Circuit: Tents textures.
* Mount Panorama: Herotree placed
* California Highway: Reorganized chevron and lightpoles
* Dubai Autodrome: Ground CSM mesh updated, lod values tweaked, fixed floating assets
* Watkins Glen: White-line related light dark issues all around the track on both variations
* Imola & Brands Hatch: Set Y track center co-ordinates to go in line with the others we have setup
* Jin Ding: Added micro-bumps around the track, mainly to braking zones, clearing of broad and blend terrain maps, more broad map and blend tweaks, new ground cover applied, baked exclusion map, tweaked on broad dif and blend maps, fixed some ad board positions, added edge overlays to service roads
Build 850 (13/11/14)
Audio:
* Brake Wear and damage will eventually cause the brake sound to grind (only Race brakes enabled so far)
Next-Gen:
* PS4: Call new diffuse/specular convolve.
* PS4: Added specialised diffuse/specular convolve that can produce all cube faces in parallel.
Render:
* Reversed order of chroma vignette to fix issue
* Marbles density values corrected to include decimal place as the code expects that format
* Support for Track Detail Ultra setting (increased LOD switching scale, increases mirror draw distance by 50%, various other switching points scaled)
GUI:
* Added Track Ultra Detail setting
* Updated Quick Vehicle Select screen
* Provided new links for audio sliders
* Added 'vehicle image' data and applinks
* Removing player comparison button from player profile
* Added FOV to photo mode, also fixed DOF to be from 0-500
* Re-ordered wheel image lists as the hardcoded numbers are used in the GUI.
* All remaining rich presence hooks added and a couple of related bugs fixed.
* Session Name search option added to Multiplayer Search screen (PC only, non-functional currently)
DedicatedServer (WIP):
* Base structures for session and session members
* Updated AppId from game's id to correct DS id provided by Valve
* Basic DS protocol message parsing/writing framework and initial message set ids + documentation
Cameras:
* Shortened initialization of prerace camera scripts to help with the visual starting glitch
* Tracking camera implemented independent smooth vertical tracking, corrected behavior of tracking when target enters exit zone (camera movement fades out)
Characters/Animations:
* Removing obsolete animations of lollipop mechanic
* FA Pitcrew: Fum,chm,fia - initial export animations
* FA Pitcrew: Fuel mechanic updated triggers, catabe setup
* FA Pitcrew: Chief mech, fire att: catabe setup, triggers setup
* FA Pitcrew: FUM- fueltower with 2 arms, proof of concept animation
* FA Pitcrew: Modified export name / remove obsolete anim export ...steady_01 -> steady_rc_01
AI/Pitstops:
* Added support for special ASQ for starting free practice / qualify sessions
* Added support for selecting what from pitstops is loaded and shown during a race.
Physics:
* Logic fix for scripted/debug damage changes (was inverted). Verified with StevenW
* Mclaren 12C GT3: Lowered yawdamping for slightly better AI turnin after testing at Watkins Glen.
* GT3 Tires: Added a small amount of increased cold sensitivity. Casey can modify when he adds his latest work.
* GroupA: BMW M3 e30, Ford Sierra RS500, Mercedes 190 DTM - New setups, a new race chassis for the Ford Sierrs RS500 to replace the street chassis it had previously. AI balanced fpr handling and speed to the player.
Vehicles:
* Added new windscreen textures
* BMW Z4 GT3: Added one more senior manager livery
* RUF RGT-8 GT3: Added one more senior manager livery
* Ford Capri Group5: Added one more senior manager livery
* Aston Martin Vantage GT4: Added one more senior manager livery
Tracks:
* California Raceway: Replaced parked cars, 1st pass on track-side dressing
* Belgium Forest: Updated kerbs, set LOD distance, added missing whitelines, updated CSM
* Jin Ding: Added emmmap for b13 stands, fixed intersecting stuff, added ao map for b15 tribune
* Dubai Autodrome: Texture updated with new logo, removed tent blocking new construction assets, new textures
* Watkins Glen GP: New raceline and corridors for better AI racing, reduced count of sitting spectators, updated lod distances, fix lod pop ups on both track variations
Build 851 (14/11/14)
Audio:
* Enabling 8 music tracks in menu
* Enables final menu music masters
* Adding final music masters (menu tracks)
* New brake sounds for all the high powered race cars. All cars now have brake failure sounds.
* Turbo wastegate audio averaging system replaced by blow off valve check now available from metrics
* Maintainance on the Turbo sound models. No file sharing across the models, consistant distance parameters and rolloffs.
Next-Gen:
* PS4: Disconnected from PS4 issues fixed, terminology fixed on PS4
Render:
* Added function to return safe area ratio.
GUI:
* Fixes for PC ghosts
* Fixes time trial menu crash
* Fix crash in TT with fresh profile.
* Added key handlers to replay buttons
* Multiplayer Create and Lobby hotfixes
* Added change location vote icon in lobby
* Final placeholder news story images replaced
* Fixed broken applinks in vehicle model selection
* Quick Access Menu overlap in other languages fixed
* Increased spacing between words on Page Header font
* Fixed broken applinks in time trial vehicle selection
* Lobby fixes and audio sliders added (Stuart to implement)
* Options and Share controller icons made clearer as per requirements
* Remove controller options arrows when there are no options available.
* Fix for WMD-1433 - Location/vehicle selected in QRW/FP is reflected in TT
* Fixed non-kart car selection list after the tracklocation change in profile
* Updated the damage reasoning text to reflect the updated types from physics
* Achievement/Trophy clarified that Free Practice not allowed for "Sunday Driver"
* Fixes for Multiplayer Lobby screen (gamepad navigation, removal of grid/opponent size)
* Fix for warmup sessions. Initialising the session start time for warmups, otherwise it can cause the session to end immedietely
* Additional tab added to Career Dashboard to view motorsport intro again and eventually browse the available tiers (currently you only see this on New Career)
* Achievement fixes: Consistency is King - Disallowed calculations when using AI lap time generation (skip to end of session), One Lap To Rule Them All - Disallowed using AI lap time generation, and also disallowed multiple-counting of the same track (fixes a recent bug addition), I Am The 5% - Fixed the cockpit-camera test so it happens after the green light
Cameras:
* New eyepoints for the Ginetta G55's and the BMW 320 Group 5 so you can see the road and apex's when racing.
Controllers:
* Updated strings for Fanatec CSW v2 base
* Reduced default FFB as it was way too strong
* Fixed default control mapping to be sensible
* Updated project to use latest Fanatec SDK to support CSW v2 base
Online/Multiplayer:
* DS: Implemented basic control protocol and session/member state management.
* Lobby: Timer counts down when >=50% votes received, or when the host votes in a JIP session
Characters/Animations:
* FA Pitcrew: Initial fuelmechR RC data
* Pitcrew LODs: Updated file with LODD distance
* FA Pitcrew: Fuelman added trigger for fueltower
* FA Pitcrew: Fuel mechanic, reexporeted with _TM bone
* FA Wheel Mechanics: Animations (full set for 4 wheels)
* FA Pitcrew: Chief mechanic- removed prefix F1,+removed obsolete data.
* FA Pitcrew: Fuelmechanic captured data, nontraced, fuelhose is missing TM bone
* FA Pitcrew: Fuel mechanic - added tm bone for fueltower, added trigger for shareanim at 0fr
AI/Pitstops:
* Fixing issue with AI predictions raycast
* Pad the 16 byte aligned AITweakerDataFile class for efficient memory usage
* Clearing some memory leaks in script variable allocation and camera skeletons
* Fixup full player repair to take into account pit strategys tire compound & changes
* PitEngineer: Exorcised phantom back markers (dodgy logic in OpponentTracking:: Process).
* Fix AI tweaker data file from not loading when certain precompilation directives were turned off
* Add a new HRDF data file to contain the AI tweaker defaults for data oriented AI behavior control
* Another fix for pit stop repairs. Now triggering full damage repair on 'return to pits', for free practice.
* Fix for pit stop repairs, affecting brakes & suspension. Physics no longer spammed with repair requests per-tyre.
* Obstacle avoidance : remove ProcessHazards_HazardBuffer from road lats when choosing best lane so as to be able to use more of the available road.
* Adding the ability to reschedule pitstop penalty if the car gets before it reaches pits and needs repairs or needs to refuel , adding contents of Chris shelve to it.
Vehicles:
* RWD LMPs: CPIT display tweaks
* RUF CTR3: Refined Ultra detail setup
* Formula C: CPIT display material updates
* BMW Z4 GT3: CPIT display material updates
* Ginetta G40: CPIT display material updates
* RUF CTR3 SMS-R: refined Ultra detail setup
* BMW M3 GT4: Cockpit display material tweaks
* Renault Clio Cup: Refined Ultra detail setup
* Ginetta G55 GT3: CPIT display material updates
* Ginetta G55 GT4: CPIT display material updates
* BMW 320 Group5: Minor fix on Cpit wiper animation.
* Ford Mustang Boss 302R1: CPIT display material updates
* Audi R18: Animation files. Wipers sound triggers added
* Aston Martin Vantage GT4: CPIT display material updates
* Aston Martin Vantage GT3: CPIT display material updates
* Audi R8 V10+: Animation files. Wipers sound triggers added.
* Marek LMPs: CPIT display tweaks, refined Ultra detail setup
* Pagani Zonda R: Fixed duplicate cockpit parts in Ultra detail
* Pagani Huayra: Fixed duplicated interior parts on Ultra detail
* Aston Martin Rapide S: Animation files. Wipers sound triggers added.
* Audi R8 LMS Ultra: CPIT display material updates + windscreen reflection fixes
* Mercedes SLS AMG: Fixed missing trunk interior on Ultra and light leaks under tires
* BMW M3 GT2: CPIT display material updates + windscreen reflection update + taillight material tweak
Physics:
* Mclaren 12C: FFB spindle arm changed to 13 per bmanic.
* GT/LMP Tires: Increased cold sensitivity, improved intermediates in wet
* Ford Escort MK1 1600: New controller FFB paramters, increased steering lock, increased rear swaybar slightly. Tuend the AI balance and speed agians the player car. Used the new AIrollingdrag paramter to equalize the straight speeds to the player.
Tracks:
* Summerton: Fixed shader/texture paths
* Azure Coast: New viewer assets (lamps and flagpoles, static assets)
* Dubai Autodrome: New corridors, pit lanes and racelines. Done with a GT3 car
* Lakeville: Updated skybox to use semi-trans material to remove cloud shadows.
* Snetterton 200/300: New AIW race lines for good AI racing. Some corridor editing to keep the AI off the super high curbs on the tight corners.
* California Raceway: Tweaked LOD distances, removed videotrucks, reduced flags, removed several parked cars, tweaked Pit area placement, video trailers, camera vans, trucks, fixed sinking/intersecting stuff
* Le Mans: Added Microbumps all around the racetrack with bigger ones on the public road, fixed a bunch of lod pop ups as well with this export, fixed shimmering track wet edges and a number of WMD reported issues, fixed a row of WMD reported issues for Le mans
* Jin Ding: Removed intersecting dressing stuff from Jing Ding which was intersecting because of newly added scene assets, textures medical center, gateway , bridge ,gantry, tower, added new materials and remaped pitlane, added whitemarks and seams, lofted 3D armco, cutting in more dirt edges, tuned trackedge texture, clearing of broad and blend terrain maps, merged latest stuff from other artists, added alpha channel for window glass, new skyring textures and mapping applied, concrete barrier textures updated, tweaked UV's and adding missing caps to ends of each section. Merged latest stuff from other artists