(18/11/14)
Audio:
* Adding loadscreen loop files
* Fixes reported build error with an unused file.
* Adding loadscreen music loops and adjusting fade in and fade out values to menuy music flow : stephenb
* Brake temperature scaling values moved from CarSoundConfig (single default value), and can now be set per-car in CSD files. Default value set until they're tuned, set a bit higher than before so squeal/damage range works better
Next-Gen:
* XB1: Multiplayer PLM support. Added code to properly handle the game transitioning to suspended state while in an online multiplayer session.
Render:
* Fix for NULL pointer crash with damage renderables (seen around Replay's)
GUI:
* Digital Manual now moved to the web
* Fixed GUI name of Aston Martin Rapide
* Removing accept reject from invitations
* Fixed one last missed GUI variant, that allowed player to send a non-kart vehicle to a kart-only track
Camera:
* Implemented zoom dynamics curve - replacement for CosInterpolation used in zoom
Online/Multiplayer:
* Fixes known lobby timer bugs (not counting when 50% voted, not resetting properly, host being unable to start a session by himself in JIP weekend, displaying Waiting instead of timer).
* Fix " if I create a lobby with 5 mins practice, 5 mins qual, race, then players only have one minute within each of those first two sessions where they can join" Players can now join for whole of session if there are subsequent sessions that allow JIP
* DedicatedServer online API cleanup - renamed it to MultiplayerService because that's what it actually does now, on platforms where multiple "worlds" are supported, to avoid confusion with proper Steam DedicatedServer API which will be added later. Removed some unneeded bits.
Characters/Animations:
* Wheel assistant: Front right - initial anims
* FA wheels ON/OFF direction and timing optimizations
* Ability to match certain car liveries with appropriate crew liveries. Currently for Mclaren GT car.
* FA Pitcrew: Initial clean export scenes for wheel mechanics and assistants, only selection sets setup for props, ready for animation import
AI/Pitstops:
* Add a minimum length to the wallcheck to correcltly trigger Stuck behavior at 0 speed
* LMP1 & LMP2 Cars: Tuned AI handling balance using yawdamping and new grip and slip angle for the AI tires to match the AI players car for a good fight @ 90% strength.
* PitEngineer: Prevent various reports when heading to pits. Allow pit stops to be requested/cancelled during practice and qualification sessions. Fixed data bug causing cut track reports to never be issued.
* Make sure UpdateWaypoints does not execute a full search unless the driver is way out of the current waypoint corridors where fullsearch will be allowed so as to possibly rebranch onto a more appropriate waypoint
Career:
* Added checks for invalid driverDetails being passed in from career data
* Fixed typo and incorrect name (driver was replaced), leading to INVALID NAME! and incorrect performance
* Add ProcessHazards_RoadFunneling in tweaks ( default value 1 meter ) to have a quick variable for funneling the sides of the road
Vehicles:
* RUF RGT8 GT3: Fixed taillight damage
* Radical SR3 + SR8: CPIT display updates
* Ford Sierra Cosworth RS500: CPIT display updates
* McLaren 12C GT3: Cockpit display material tweaks
* Pagani Zonda Cinque: Added one more senior manager livery
* BMW M3 GT4: Animation files. Wipers sound triggers added.
* BMW M1 Procar: Animation files. Wipers sound triggers added.
* BMW M3 GT2 E92: Animation files. Wipers sound triggers added.
* BMW M3 E30 GroupA: Animation files. Wipers sound triggers added.
* Ford Capri Group5: Animation files. Wipers sound triggers added.
* LMP2 RWD P20: New cockpit eyepoint to better see the road and apex's.
* Pagani Zonda R: Updated livery windscreen banners, added one more senior manager livery
* RUF CTR3 SMS-R: Windscreen banner fixes, CPIT display updates, fixed paint skin material name
Physics:
* Oreca 03: Fixed typo in the CDF
* Fixed a typo on the GT3 intermediate tires
* Implemented tyre texture swap according to physics vehicle state
* Aston Martin Vantage GT3 & Ruf RGT8 GT3: Reduced drag levels a bit
* Ginetta G55 GT3: Improved damper model and made some default setup adjustments
* BMW Z4 GT3: Change amount of steering lock from 15 to 20 per WMD forum disscusion. Wipers sound triggers added.
* Formula A: Droped the front sway barr 2 notches, moved toe back more towards zero on the front and the rear. Was binding up changes.Increased steer ratio 2 clicks, FFB paramters edited similar to the F/C. Eyepoint raised 20mm just enough to see the road and apex's more realisticlly
* Mercedes 300 SEL AMG: Another one that you just couldn't race with. The AI was having real problems with it too. Added some real springs, replacing the air ride that was attempted , but left the soft long bumpstops for some hint of the simulated air ride. Still floaty and soft (ie a Pig), but is predicable and slides around nice now. Enjoy.
* AI slick tires: Set AI slip angles from .10 to .12 to help lower tire force in high loading corners. This is a temp compromise until we look a the maths around this effect. For now it gets most of the speed back in those corners with the side effect of slightly looser line following. Lap time increase at most tracks especially Watkins Glen and Sap where they have many of those conditions. In addition, I set wet grip to a number more than 0.0 for those AI tires that had them set there. This is in preperation for the AI rain tire code that Steve has been working on.
Environment:
* Updates to viewer lamp post positions and types to better match reference
Tracks:
* Sakitto: New exports
* Eifelwald GP: New exports
* Snetterton: Fix of treesulpture position
* Silverstone: Tree override textures added , TRDs updated with folder path.
* California Raceway: Statics tweaked, fixed floating trees, fixed sinking cars
* Imola: Smoothed pit lane to raceline transition. Neglected to do this with the previous checkin.
* Belgian Forest GP, Jin Ding, Watkins Glen GP, Watkins Glen Short - New Race lines and corridor changes.
* Mount Panorama: Overlay amount reduced, vertexcolor adjusted on road and roadseams, dipper adjusted to new reference
* Dubai Kartdrome: Tyrewalls moved to separate xml, viewer placement update, merged latest assets, CSM update,skids,marbles
* Watkins Glen GP: Norrowed corridors at bottom of the hill where the exit curb is next to the gaurdrail. AI was lifting there as it got too close. More corridor edits to latest in first corner and outside of inner loop. Help pack racing from running too wide in loop and using too much inside curb in turn 1.
Build 853 (18/11/14)
Audio:
* Adding loadscreen loop files
* Fixes reported build error with an unused file.
* Adding loadscreen music loops and adjusting fade in and fade out values to menuy music flow : stephenb
* Brake temperature scaling values moved from CarSoundConfig (single default value), and can now be set per-car in CSD files. Default value set until they're tuned, set a bit higher than before so squeal/damage range works better
Next-Gen:
* XB1: Multiplayer PLM support. Added code to properly handle the game transitioning to suspended state while in an online multiplayer session.
Render:
* Fix for NULL pointer crash with damage renderables (seen around Replay's)
GUI:
* Digital Manual now moved to the web
* Fixed GUI name of Aston Martin Rapide
* Removing accept reject from invitations
* Fixed one last missed GUI variant, that allowed player to send a non-kart vehicle to a kart-only track
Camera:
* Implemented zoom dynamics curve - replacement for CosInterpolation used in zoom
Online/Multiplayer:
* Fixes known lobby timer bugs (not counting when 50% voted, not resetting properly, host being unable to start a session by himself in JIP weekend, displaying Waiting instead of timer).
* Fix " if I create a lobby with 5 mins practice, 5 mins qual, race, then players only have one minute within each of those first two sessions where they can join" Players can now join for whole of session if there are subsequent sessions that allow JIP
* DedicatedServer online API cleanup - renamed it to MultiplayerService because that's what it actually does now, on platforms where multiple "worlds" are supported, to avoid confusion with proper Steam DedicatedServer API which will be added later. Removed some unneeded bits.
Characters/Animations:
* Wheel assistant: Front right - initial anims
* FA wheels ON/OFF direction and timing optimizations
* Ability to match certain car liveries with appropriate crew liveries. Currently for Mclaren GT car.
* FA Pitcrew: Initial clean export scenes for wheel mechanics and assistants, only selection sets setup for props, ready for animation import
AI/Pitstops:
* Add a minimum length to the wallcheck to correcltly trigger Stuck behavior at 0 speed
* LMP1 & LMP2 Cars: Tuned AI handling balance using yawdamping and new grip and slip angle for the AI tires to match the AI players car for a good fight @ 90% strength.
* PitEngineer: Prevent various reports when heading to pits. Allow pit stops to be requested/cancelled during practice and qualification sessions. Fixed data bug causing cut track reports to never be issued.
* Make sure UpdateWaypoints does not execute a full search unless the driver is way out of the current waypoint corridors where fullsearch will be allowed so as to possibly rebranch onto a more appropriate waypoint
Career:
* Added checks for invalid driverDetails being passed in from career data
* Fixed typo and incorrect name (driver was replaced), leading to INVALID NAME! and incorrect performance
* Add ProcessHazards_RoadFunneling in tweaks ( default value 1 meter ) to have a quick variable for funneling the sides of the road
Vehicles:
* RUF RGT8 GT3: Fixed taillight damage
* Radical SR3 + SR8: CPIT display updates
* Ford Sierra Cosworth RS500: CPIT display updates
* McLaren 12C GT3: Cockpit display material tweaks
* Pagani Zonda Cinque: Added one more senior manager livery
* BMW M3 GT4: Animation files. Wipers sound triggers added.
* BMW M1 Procar: Animation files. Wipers sound triggers added.
* BMW M3 GT2 E92: Animation files. Wipers sound triggers added.
* BMW M3 E30 GroupA: Animation files. Wipers sound triggers added.
* Ford Capri Group5: Animation files. Wipers sound triggers added.
* LMP2 RWD P20: New cockpit eyepoint to better see the road and apex's.
* Pagani Zonda R: Updated livery windscreen banners, added one more senior manager livery
* RUF CTR3 SMS-R: Windscreen banner fixes, CPIT display updates, fixed paint skin material name
Physics:
* Oreca 03: Fixed typo in the CDF
* Fixed a typo on the GT3 intermediate tires
* Implemented tyre texture swap according to physics vehicle state
* Aston Martin Vantage GT3 & Ruf RGT8 GT3: Reduced drag levels a bit
* Ginetta G55 GT3: Improved damper model and made some default setup adjustments
* BMW Z4 GT3: Change amount of steering lock from 15 to 20 per WMD forum disscusion. Wipers sound triggers added.
* Formula A: Droped the front sway barr 2 notches, moved toe back more towards zero on the front and the rear. Was binding up changes.Increased steer ratio 2 clicks, FFB paramters edited similar to the F/C. Eyepoint raised 20mm just enough to see the road and apex's more realisticlly
* Mercedes 300 SEL AMG: Another one that you just couldn't race with. The AI was having real problems with it too. Added some real springs, replacing the air ride that was attempted , but left the soft long bumpstops for some hint of the simulated air ride. Still floaty and soft (ie a Pig), but is predicable and slides around nice now. Enjoy.
* AI slick tires: Set AI slip angles from .10 to .12 to help lower tire force in high loading corners. This is a temp compromise until we look a the maths around this effect. For now it gets most of the speed back in those corners with the side effect of slightly looser line following. Lap time increase at most tracks especially Watkins Glen and Sap where they have many of those conditions. In addition, I set wet grip to a number more than 0.0 for those AI tires that had them set there. This is in preperation for the AI rain tire code that Steve has been working on.
Environment:
* Updates to viewer lamp post positions and types to better match reference
Tracks:
* Sakitto: New exports
* Eifelwald GP: New exports
* Snetterton: Fix of treesulpture position
* Silverstone: Tree override textures added , TRDs updated with folder path.
* California Raceway: Statics tweaked, fixed floating trees, fixed sinking cars
* Imola: Smoothed pit lane to raceline transition. Neglected to do this with the previous checkin.
* Belgian Forest GP, Jin Ding, Watkins Glen GP, Watkins Glen Short - New Race lines and corridor changes.
* Mount Panorama: Overlay amount reduced, vertexcolor adjusted on road and roadseams, dipper adjusted to new reference
* Dubai Kartdrome: Tyrewalls moved to separate xml, viewer placement update, merged latest assets, CSM update,skids,marbles
* Watkins Glen GP: Norrowed corridors at bottom of the hill where the exit curb is next to the gaurdrail. AI was lifting there as it got too close. More corridor edits to latest in first corner and outside of inner loop. Help pack racing from running too wide in loop and using too much inside curb in turn 1.