so junior builds every month are enough? not so much changes every week?
This is the changelog since the last junior's build (make your mind ) :
Spoiler:
Build 246 (3/7/12, Team Member+)
Fixed PS3 fog direction handling code, and added note to assist any later additions to the same set of shader parameters
[Online] Reexported latest DS constants. Send regular keepalive messages to DS.
[Renderer] Renaming the engine param from shadowRotationTexure to shadowRotationTex as this is the name of the param in the fx files ..
[GUI] Updated new Jin Ding map.
[GUI] Fixed the black quad that was appearing over the garage scene in the Main Menu
[GUI] New export of car garage scene
Formula Rookie: added new livery
Integrated change: corrected lightmap Max shader so that future exports will not mistakenly export the lightmap intensity as a float 4 vector, causing warning messages on PS3 TTY
Back out changelist that broke the cloud shadows in dx11
Build 245 (2/7/12, Team Member+)
Anyone who is using a work around of old data and new .exe. Will have to replace the files back to the way they were on 244, or do a full uninstall, re-install, then install the patch.
Adding changes to render bridge to allow recording of debug information to a binary log
Modified render bridge logging system to allow writing to user folder (along with graphics configs etc)
Added call to dump raw data from render bridge
Added command line arg to wait for tweakit connection
Modified render bridge logging to pass in project subfolder
Integrate changes to switch car preview when car is selected in quick solo
Fix for game freezing when pressing start
New FE garage with corrupt meshes fixed
Added support for misc scene exports for menu background
Generic materials. Renamed carbon_gloss material to paint_carbon_gloss
Formula B: added missing mirrors to wireframe/template
Loading Screen - improved weather icon for Partly Cloudy
Changed direction of arrows for Concord and Chesterfield MAP files
Added camera files back in for menu background
Formula Rookie: added new livery
Removed background video so 3D scene is now default
KNOWN ISSUES: WIP GUI car scene issues with weather settings. DX11 will trigger an assert and a crash when overcast and accelerated time is selected.
Build 244 (29/6/12, Team Member+)
Fixed more typos for live variable MinOffPathWetness name
Fix SubTick to use dt instead of mDT
Added Ctrl-D and Ctrl-U debug rendering pages for new dynamics
Online source structure cleanup, the last big chunk:
- Moved all Dedicated Server and Session/Game Management classes from Authentication to OneSock
- Changed interfaces of all moved managers so they are no longer PC-only
- Console implementations are empty so far
- DS and Session Managers no longer send messages to the Application queue, they report state changes and updates by registered callbacks instead
- The Online layer (currently still in the Authentication library) implements the callbacks. For now the callbacks just send events to App (98% compatible with previous version)
Fix for FE condition not getting set up.
Race audio is muted when replays are going backward, to avoid the audio artifacts that were appearing
Add loading screen applinks for track image, logo and map
Lock out both tracks and vehicles not supported based on server versions
Updated testing code to match Online refactor changes
Integrated some CLs for Car Preview
Tidying up some test code for car preview
Additional submission for car preview (non-functional in game yet)
DX11 specific fix, enabling CPU to modify a texture - the black transition texture was being created internally and written to by the menu code, but didn't have the correct settings to allow this. In DX9 it ignored it, but in DX11 it asserted
Belgian Forest: New bake
Belgian Forrest:Fixed nmp to display correctly
Removed textures no longer used in wtc. console specific also
Engine braking adjustment for Asano X4, Asano LM11, Caterham R500, Formula A, Formula B, Palmer JPLM, Lotus 78, Lotus 98T, Racer L4, Racer V8
Vehicles: Now using LODD at 50m+ distance
User interface - Updates and fixes to the Login, MainMenu, Quick Solo, Track Select, Loading, Pause, Instant Replay, Event Complete screens and new web shortcuts to our social feeds, and the WMD Portal
Pagani Huayra textures. Diffuse texture update for chrome and glossy metals
Added new temp conc wall barriers textures for Azure Circuit, first revision
Static file-Removed some temp barriers around the anthony noghes curve, Azure circuit
Lotus 49 textures. Darker diffuse for better chrome and very glossy metals
Formula Rookie: added new livery
New Northampton pit area textures
Azure Circuit. small changes for the new loft tweaks
Add loading screen applinks for track image, logo and map
Belgium Forest - updated trees and crowds for new terrain
Hide loading screen track map, logo and image to make pop-up less noticeable
Physics settings for ambient and track temps added, as well as wind speed
Modified lightmap shader to ensure it cannot possibly result in a divide by zero. This reduces the maximum light strength possible to 100, which seems plenty strong enough to me
Removed some pakfile entries which are in the bootsplash phase and permanently loaded, so not needed elsewhere. This is the cause of the pakfile assert which occurred in debug builds
Placeholder sky texture added
Fixed update tool launch for profile removal using temp files
New Atom Mugen export
New Azure Circuit export
New Belgian Forest export
New Northampton export
Build 243 (28/6/12, Senior Manager)
New FE condition
First pass for physics settings
Added surface wetness affecting physics
Exported latest global text db include file
Fixed up some more lazy BArray inits
Belgian Forest Circuit - add new textures for Pouhon windows
Lotus 49: fixed exploding damage bug, driver head added to collision shapes, fixed floating nut on right front suspension
Stockcar90: engine braking adjustment. new collision shapes
Formula Rookie: added new livery
New added texturemaps car selection scene
Added ability to tweak exhaust sound levels via the config file and disabled the FMOD Compressor, to balance the exhaust sounds better and
allow for further fine-tuning
New physics keys added to wtc. and placeholder for FE lighting conditions. Also cloud tweaks that won't be visible in game yet
Fixed MinOffPathWetness name typo
New Lotus 49 export
Build 242 (27/6/12, Senior Manager)
PC Input: Moved acquire wait to _CheckCanDisableCentreSpring() to prevent disconnect slowdown in Update()
PC Input: Ignore keys with special functionality (e.g. calculator, media keys etc.) during control remapping
Online source structure cleanup, WIP:
- Moved CSAPI to OneSock, renamed it to HttpApi
- Added support for optional OneSock components, selected when initializing the library
- HttpApi is now an optional OneSock component
- Moved on-thread updates of HttpApi from dedicated NetThread maintained by the Authentication library to the OneSock thread
- Made HttpApi standard OneSock Task
- Updated HttpApi documentation, it should be mostly correct
- Killed Authentication's NetThread, use OneSock Tasks for all network threading from now on
- Moved Online library configuration defines from Authentication.hpp to OnlineConfig.hpp
Configure Controls UI: Reworked input capture so GUI buttons do not need to be activated on key up
PC Input: Modified algorithm for detecting whether a particular attached device is in use by the player and whether to allow menu navigation by that device
Minor Replay Mode functionality fixes/enhancements.
Microsecond timing is now the default. The previous method of millisecond timing can be turned on by using -usemilli as a command line argument
Updated server addresses passed to login
PC Input: Added 'GearSelectButtonHold' flag to all wheel presets, instead of just for those wheels that have shifter units.
Belgian Forest Circuit - add new textures for WoodenBridge
Lotus 49: fix for vibration when under AI control
Caper Monterey: suspension animations
Formula Rookie: added new livery
Bodywork carbon shader. Tweaked specular power setting.
Pagani Huayra: added ambient shadow
Added Pagani Huayra to game
New Stockcar 90 export
Build 241 (26/6/12, Manager+)
Fixed bug in Xbox 360 force queue causing missing effect updates
Fog Direction is now decoupled from the sun direction
PS3 SaveGame: Trophy unlocking is no longer disabled when loading save data that is not owner sensitive
PS3 Save Game Manager: Insufficient space error handling changes to prevent soft locks in critically low HDD space conditions
PS3 Input: Fixed Thrustmaster wheel disconnection/reconnection issues
Avoid confusing Ctrl-Esc (system shortcut) with a normal Escape key activation
Fixed keyboard minimise/maximise issues (infinite KeyDown)
Set cockpit control states defaults
Added Input cleanup to PS3 termination sequence
Prevent entry to Replay Theatre if file playback is not possible
WTC fog tweaks
Build 240 (25/6/12, Senior Manager)
Adding rain weather description to the weather system
Added in to the applinks
SaveGame: Xbox 360 Media
Input: PS3 device connection blips
SaveGame: PC read-only file handling
SaveGame: PS3 save size calculation
Input: Xbox 360 wheel sensitivity.
Input: modification to force allowed logic
Input: modified force allowed logic
Texture maps - first commit
Modified basic shaders (both Max and runtime) to properly support all combinations of light control and self illumination tick boxes
Formula Rookie: adjusted livery to UV updates
Formula Rookie - Wheel texture - initial check in
Formula Rookie: added new livery
New Caterham R500 export
New Formula A export
New Formula B export
New Pagani Zonda R export
Build 239 (22/6/12, Team Member+)
Online source structure cleanup, WIP:
- Added generic "OneSock Task" interface.
- Sockets now implement the task interface.
- Replaced socket list by task list class.
Online source structure cleanup, WIP:
- Changed CSProtocol to a task instead of inheriting TCP socket
Fix for skydome not rendering correctly when using envmap boost.
Fix for dynamic maps not rendering correctly on PC
Ref lighting added to correct wtc slot
Static file-updated temp barriers from casino square to tobac corner for azure circuit
Track Textures- New temp kerbs texture for Azure Circuit, first revision
WTC and night sky changes to boost ambient levels between night and sunrise/sunset. pc and console specific textures for the starry sky now dxt5 rather than l8 as it has colour
WTC update for night ambient
Azure Circuit: Hand edited newly modified areas to get the AI through without hitting armco's
Track textures-Added new road textures for Azure circuit, first revision
Belgian Forest - updated viewer trees for pit areaBelgian Forest - fixed issues with missing trees texture - swap wrong models
New Formula Rookie export
New Azure Circuit export
New Belgian Forest export
Known Issue: Caterham Superlight has an issue with the LODC front right wheel cover pivot...
Build 238 (21/6/12, Senior Manager)
Inform master server about p2p connection success/failure rate
BManager: Added eManagerUseMicroDelta for a temporary test mode to check usage of microsecond delta during auto tick
Added temporary switch to enable testing of updated physics delta timer
Updated physics manager:
- Adjust physics internal hz based on load
- Catchup enabled by default
Added settings for tick rate as well as min and max
Added logging for over/underclocking the vehicle dynamics
Added logging for delta between ticks and tick length
Physics debug displays internal physics lap times
Online source structure cleanup, WIP:
- Removed unused sources from the project and moved them to "removed" subdirectory. Some will be reused later, some deleted for good.
Added accessor for physics tick rate
Added reference lighitng state
Online source structure cleanup, WIP:
- Got rid of "Tech_Sabre" subdirectory and defines/ifdefs. There is only One OneSock to rule them all now.
Fix for moonlight direction
Added physics tick rate to top right FPS counter
Lotus 49: Revised suspension geometry to reduce rear steer, plus setup tweaks to go with it
Stockcar 1990: Reduced steering lock in attempt to prevent the suspension inversion bug
Belgian Forest Circuit - add new textures for FoodSnackHuts
New Formula A physics. Removed experimental no load sensitivity, revamped grip and aero amounts (downforce is slightly lower). Removed negative ackerman on the front geometry
Formula Rookie: added new livery
Ref lighting condions added to superstorm slot
New Derby exports
Build 237 (20/6/12, Senior Manager)
Added in new cloud lighting
Added in new moon lighting at night time
Fix for being unable to key cockpit exposure
FFB Meter:
- Created Base::BForceHistory
- Added SetName/GetName to Base::BForceEffectBase
- Added force recording to BIDevice, _BGamepadXInputPC, _BGamepadPS3 and _BGamepadXbox360
- Fixed dangling rumble bug in _BGamepadXbox360
- Base fixes for Unicode string copy/conversion
- Removed cForceSteeringVibe, replaced with correctly named cForceSteeringScrub
- Re-enabled Brake Vibe and Rumble Strip (for Gamepads only)
- Added FFB Meter section to Telemetry HUD
Belgian Forest Circuit - add new textures for Medcenter
Formula Rookie: added new livery
Lots of lighting changes to all lighting conditions. including addition of moon light and extended twilight sections. New textures for twilight skies and console specific versions added. cloud settings in wtc, although the clouds will not be visible in game yet
New Lotus 49 export
New Lotus 78 export
New Lotus 98T export
Build 236 (19/6/12, Manager+)
LAN peer to peer support:
- Added helper classes to enumerate local adapters/interfaces
- Create and bind datagram socket before sending create/join session request
- Include list of all local adapter addresses and the socket bind port in create/join requests
- This allows the game to send packets to other session members on the same LAN or VPN directly, without depending on NAT punching to succeed on the LAN router (which usually does not work when both computers try to do so from the "inside")
PS3 Physics: Add micro sleep after thread yield to allow other threads to run
Belgian Forest - add new textures - Stavelot complex
Formula Rookie: fix for bad auto shift points, slight braking torque imbalance, and reduced engine braking
Gumpert Apollo: revised wiper animation
Northampton 'Wing' texture updates
groundcover bathurst and exclusion
Lotus 49 textures. Tweaked glass transparency
360Hz exe removed
New Asano X4 export
New Formula Rookie export
New Lotus 49 export
New Lotus 78 export
New Bathurst export
New Northampton export
Build 235 (18/6/12, Senior Manager)
Change to the camera code so that we now ignore mFar on RTTI and we use a standard far clip of 20000 on standard rendering cameras
Online:
- Fixed a problem with POST body data being destroyed while still in use by CURL
- Changed MD5 calculation from using an undocumented CURL function to use public OpenSSL API
- Fixed several type-mismatch errors in calls to curl_*_setopt.
- Fixed calls to curl_share_setopt( ..., CURLSHOPT_SHARE, ... )
- Requests to servers that haven't been discovered yet will gracefully fail
Added early winsock2 include to BSetupPC.hpp. This should solve problems with some windows headers defining structures+functions only for winsock1 but not for winsock2
Base now waits for the Resource Thread to confirm creation before initialising other systems. This addressed an issue in some tools where the main execution finished so quickly that the App tried exiting before the Resource Thread had been able to get started
Remove wait from physics tick update
Re-enabed Azure Circuit AI
Lotus 78/98T: real liveries restored
Lotus 49 Textures. Real logos replacing fictional ones
Lotus 49. rcf updated to use real Team Lotus liveries
Common Textures. Minor Common_CPIT_Specular tweak, brighter gloss
Texture updates on Harrison Pike on kerbs and outer buildings
Kerb texture for Harrison Pike worked over and increased in resolution
Caterham SP300: added new livery
Formula Rookie: fixed name
Formula Rookie: added HUD variation
Caterham SP300: added new livery
Derby - new pitlane texture
Azure Circuit: edited corridors near tunnel chicane exit to preven AI from striking barrier there
Formula Rookie: Added support for custom liveries
Formula Rookie: tweaked camera positions
Belgian Forest Circuit - add new textures for KartingSFHut
New BAC Mono export
New Caterham R500 export
New Formula Rookie export
New Lotus 49 export
New Azure Coast export
New Belgian Forest export
New Derby exports
New Harrison Peak Raceway export
New Northampton export
Build 234 (14/6/12, Team Member+)
Added more p2p logging
AC metropole building textures checked in
Northampton 'Wing' textures checked in
Cars.lod simplified and prepped for LODD addition. C->D switch to be updated when all cars are ready.
Lotus 49: removed fake wings. New default setup with wide tuning ranges to try and handle the loss of downforce. Could certainly still use some tuning work
Added Formula Rookie car
Bumped version of all vehicles for Friday's stat reset
Formula Rookie animation pack1 + gear to animation
- tweaked roof camera to show driver helet + hands on wheel
- lowered cockpit camera position to match better with driver eyes level
Belgian Forest Circuit - add new textures for Kart Building and WoodenHut
Formula rookie animation, right hand with tighter grip on wheel .
Belgian Forest - add new textures - stavelot buildings
Lotus 98T textures: restored real logos on textures
Lotus 78 textures: restored textures with real logos
Added few more temp barriers from casino square to tobac corner for azure circuit
Formula Rookie: statistics file created and added
AI disabled at Azure Circuit until working AIW is available
Lotus 49: steering ratio lowered back to previous setting
Azure Circuit : updated sction exiting tunnel for new armco. Hand edited raceline and corridors
Lotus 78/98T textures: replaced GripYeah tires with GoodYear
New Ariel exports
New X4 export
New Lotus 49 export
New Lotus 78 export
New Azure Coast export
New Belgian Forest export
New Northampton export
Build 233 (14/6/12, Senior Manager)
Ghost system:
- The player will be informed on the HUD when some of the selected ghosts failed to load
Fixed bug in BDateTime::GetDaysInMonth when checking Feb in a leap year
When enough information about connectivity/latency has been collected from pinging a member on their all known addresses, choose the best address as the "live link" to the member - all p2p communication will then use this address
Added check to prevent wasted alloc when formatting with an empty string
Refactor and optimise internal physics tick and player physics subtick
- Improvements to performance with changes to PhysX updates
- Default physics internal tick to 600 hz
- Alternative 360hz exe added pCARS_360hz.exe
Memphis:New textures for Scoring Pylon asset
Caterham SP300: added new livery
Upto date co-ords added for maps
New 'placeholder' map added for testing purposes
Added the HUD co-ords for Azure Circuit
Leonus cars renamed to Lotus
Memphis:Tweaked light levels
Memphis:New texture for video wall
Memphis:Source textures for ScoringPylon
New GUMPERT apollo export
New Stockcar export
Build 232 (13/6/12, Senior Manager)
Reverted changes from CL 224287:
- raise core tick to 600Hz
- substep tire/driveline rate x2 below 40 RPS avg on fronts
Peer to peer communication WIP:
- Maintain list of all possible IP addresses of session members
- Try to ping members at those addresses
- Give up when there is no reply after severl ping retries, mark p2p address as "live" when a ping request or response is received from the address
Debugged and improved potential lap time prediction method. Bumped version invalidating previously recorded laps
Ghost system:
- Added text message for a ghost load failure to the text database.
- Re-exported text database header.
Gumpert Apollo: Suspension and wiper animations. Wider tuning ranges and small changes to default setup. Adjusted brake heating and glow ranges. Reduced high-rpm engine braking for less lift-off oversteer
Adding supercharger sound for use with Caterham SP300
Adding SP300 engine set
Bathurst texturemaps of slopes
SP300 balancing changes
SP300 engine samples changes
Adding SP300 AI sounds
Caterham SP300: added new livery
BAC Mono: corrected badges (BAC request)
New GUMPERT apollo export
New Azure Circuit export
Build 231 (12/6/12, Manager+)
Updated the game client to handle new datagram format correctly. Initial support for p2p ping messages (which will also serve as NAT punchthrough probes)
Moved all Used textures to the Harrison Pike folder for memory optimization reasons
Rescaled/downscaled/dealphaed maps of Harrison pikes for memory optimisation
Stockcar90: livery fixes
Memphis - add new textures (top stands)
Memphis - New textures
Changed direction arrow for maps (concord, Monterey)
Memphis - add new textures for seats
Derby GP and National: New AIW for new chicane layout. Complete new main path, corridors and racelines done
New Derby exports
New Harrison Pike export
New Memphis export
Build 230 (11/6/12, Senior Manager)
Re-enabled spindle fixups with tweaks to thresholds to take into account higher tick frequency
Set car details on fixup to ensure correct wheel offsets used
Moved ping handling to a separate class
Changed broken spindle detection based on Tom's testing feedback
Concord Oval: New racline and narrowed corridors off the outside walls
Harrison pike textures updated and adding new ones
Concord Circuit: New complete AIW. Supports 36
Removed cones blocking the pitexit of Concord circuit
Added new track maps for Florence
Added new track maps for Harrison
Added new track maps for Henrico
Added new track maps for Heusden
Added new track maps for Jin Ding
Added new track maps for Memphis
Added new track maps for Milan
Added new track maps for Monterey
Added new track maps for Moravia
Added new track maps for Northampton
Added new track maps for Rouen
Added new track maps for Sakitto
Added new track maps for Summerton
Added new track maps for Test Track
Added new track maps for Wisconsin
Sakitto - Removed the Thrustmaster Event Dressing now the competition is over
Caterham SP300: added new livery
Bumped Zonda version to 3
Added new Azure circuit map
Caterham SP300R: new cockpit display
Caterham SP300R: added HUD display
Added Azure Circuit back in now weekly build is done
New Concord Circuit export
New Harrison Pike Raceway export
New Sakitto exports
Build 229 (8/6/12, Team Member+)
OneSock threading fixes and improvements:
- Added OneSock lock used to synchronize access to all data shared between OneSock and main threads
- Replaced unreliable usage of volatiles in OneSock lib by proper locking. This fixes OneSock synchronization not working at all in some cases, especially on consoles
- Replaced class-specific locks in Authentication lib by OneSock locking where appropriate. This fixes deadlocks when OneSock and main threads try to access the same resource at the same time
- Fixed several issues in wip hybrid protocol implementation
Ghost system:
- Added GreenLight callback to ghost players.
- Downloaded ghosts will be enabled when the race starts (and sit on the start line until the player crosses the start line), instead of appearing only when the player crosses the start line
Live Delta Potential Lap code improvements to help with a few issues exposed by Winsconsin Raceway
Updated skipping the player's vehicle driveline integration during rolling start, so that wheel fibers remain executed and steering column torque is calculated all the time
Ping rebroadcaster regularly while in a game session. Update current, recent average, highest short-term average and all-time average ping statistics. Pinging the rebroadcaster also lets it know our public IP for NAT punchthrough purposes
Memphis - add new textures for stands
Added additive technique to basic shader
Removed duplicate entry from force feedback tweakers config file
Derby - new dynamic xml file, added cones
Fix for white flashing square bug (tyres shader was missing some normalization on the calculation of the worldnormal)
HDR modes other than photographic exposure were missing a luminance calculation which was breaking FXAA in thoese modes
Sakitto:New textures for fairground assets
Concord initial dynamic objects to make inner Circuit entry more visible
Concord Oval: New compete AIW First pass. 36 pit and start spots
DX11 fix for black silhoette around cars bug
Remove Azure Circuit for now until loft improvements are more progressed
Memphis - add new textures
Stockcar90: livery fixes
Caterham SP300: added new livery
New Delaware Map added
New Concord Map added
Added new track map icons for Glencairn
Updated to new map for Delaware
Concord Circuit - updated name to remove underscores in Menu
New Concord exports
New Derby exports
New Memphis export
New Sakitto exports
Build 228 (7/6/12, Manager+)
Removed surplus namespace keyword from BTCPByteBuffer.cpp
Fix for HDR Cockpit settings
Fix for tcp connections, we now use their host name to get their ip address
Changed the connection code so that you can enter either the target pc's hostname or their ipaddress. You can now connect tweakit to the game running on another pc on your local lan
Ghost system:
- Renamed ghost bit stream put functions to make it clear what is signed and unsigned value
- Renamed delta compression functions to make it clear what is signed and unsigned value
- Delta compression functions take both full value and delta precision as arguments
- Applying deltas to values is now done via explicit functions, instead of direct addition and subtration
- Improved compressor statistics in the debug channel
- Improved delta compression, which can now take advantage of wrapping around the range bounds
- Added unit test for delta compression
- Improvement GhostPrint() debug function to print all parts of the message in one piece, so that the various pieces are not interrupted when printing from multiple threads at the same time
- Improved compressor packet analysis, which will assign the minimum required number of bits to some of the fields in key and delta packets
Live Delta Potential Lap calculation fix; also invalidate the recorded data when vehicle version changes
Delta times shown on the Records screen are now relative to the rank #1 player (as determined by the currently selected filter) and no longer always calculated from the world record holder
Force feedback updates by A.J.:
- raise core tick to 600Hz
- substep tire/driveline rate x2 below 40 RPS avg on fronts
- FFB cleanup
- Add SoP signal
Added reading of new force feedback tweakers from config files
Crowd placement
- Created billboard sitting for the unique 50+ grandstands
- Added sittinib billboards in VT
- Added standing / 3D crowd to track
- Added flag baners
- Created *.LOD distance file
- Adeed *.LSD audio file
New added bathurst texturemaps
Crowd sakitto placement billboard
Caterham SP300: added new livery
Stockcar90: fixed small livery issue
Memphis - add new textures for stands
Updated Pagani Zonda R with new data direct form Pagani. HP, spring rates, damper rates, areo downforce and drag updates. Slightly slower overall that previous version
Changed Anhalt_National track variation from GP to National. Fixes the problem of not being able to view this track's leaderboard from within the title
Removed very low instanced trees for Harrison pikes to reduce memory impact
Added Concord tracks to the tracklist and grp list
First pass on Caterham SP300R physics
New logo added for Concord
Derby - new road textures
Added defaults for new force feedback tweakers to config file
Concord circuit added
New Pagani Zonda R export
New Bathurst export
Build 227 (4/6/12, Senior Manager)
Online: Submitting a stat to leaderboard will invalidate cached data about that leaderboard
Stat submits will no longer be delayed until the main menu finishes loading. They are still disabled while in race, but they will restart when the race finishes and loading to the menu starts
Fixed mistake in cloud_model.fx which resulted in build errors on PC, but strangely built ok on PS3
Added new TrackMap icon : Anhalt GP
Added new TrackMap icon : Anhalt National
Added new TrackMap icon : Azure coast
Added new TrackMap icon : Azure coast rev
Added new TrackMap icon : Azure coast 1
Added new TrackMap icon : Azure coast 2
Added new TrackMap icon : Azure coast 3
Added new TrackMap icon : Badenring GP
Added new TrackMap icon : Badenring historic
Added new TrackMap icon : Badenring national
Added new TrackMap icon : Badenring short
Added new TrackMap icon : Bathust
Added new TrackMap icon : Belgian
Added new TrackMap icon : Besos gp
Added new TrackMap icon : Besos national
Added new TrackMap icon : Bologna
Added new TrackMap icon : Bologna reverse
Added new TrackMap icon : California highway
Added new TrackMap icon : California highway rev
Added new TrackMap icon : California highway 1
Added new TrackMap icon : California highway 2
Added new TrackMap icon : California highway 3
Added new TrackMap icon : California raceway
Added new TrackMap icon : Chesterfield
Added new TrackMap icon : California Connecticut hill
Added new TrackMap icon : California Connecticut hill rev
Added new TrackMap icon : California Connecticut hill short
Added new TrackMap icon : California Connecticut hill short reverse
Added new TrackMap icon : Derby gp
Added new TrackMap icon : Derby national
Added new TrackMap icon : Loire
Added new TrackMap icon : Loire national
Build 226 (1/6/12, Junior Member+)
Fix for ps3 compiles
Fix for the broken track select navigation. SetMenuAutoScroll and SetMenuScrollOnlyOnClip needed set for the location and map screen menus
Code fix for menu data flag issues in car setup screens (similar to track select fixes)
Ghost system:
- Ghosts will be recorded (and potentially saved and uploaded) in all game modes, to mirror the behavior of stat uploads
- Lap Data Header chunk contains information about bit precision used for the data stored in the Lap Data Stream chunk. This makes the compressor more extensible for the future and increases backward and forward compatibility of the data format
- Reordered fields in the Lap Data Header chunk.
- Ghost player sets up participant for the ghost that is supposed to be replayed in the race
- Ghost participant is set up with the correct upgrade specification (fixed a bug where physics and render specifications were mixed up).
Belgian Forest - update trees and crowds for new inner terrain
Additional Track Photos submitted by the WMD community
Caterham R500: camber animation source files added
Palmer JPLM: added TM hotlap contest livery
BAC Mono: Tiny UV fix
Caterham SP300: added CPIT meshes, prepared for 1st export, fixed various issues
Updates on textures of Harrison Pike. Rescaled , replaced polished up
Added missing strings for the Tuning Slot screens
BAC Mono: texture tweaks
Ariel Atom - Added LODD meshes to all 3 cars
Caterham sp300r : animation pack1
Added helmet view for 70', 80' and stock
Sakitto: new textures for kartbuilding
Stockcar90: Added 2 more liveries
X4: LODC reworked, LODD added
Additional textures for bathurst
X4: fixed damage on LODC and LODB, LODD refined rear a bit
Basic_windows shaders modified to use a parameter to scale the emissive strength - this is so that a wider range of effects can be achieved without suffering from texture banding issues
New Thrustmaster Static Adverts for Thrustmaster Sakitto Event
Grid texturemap bologna
New Emmissive maps added to tents and vendors assets
New Emmissived added to Illuminated Trackside Trucks
New Dynamics Scene for Sakitto GP
Caterham SP300: added livery 01.02 names
Sakitto_GP Thrustmaster event dressing
Caterham SP300: added new black rim
Caterham SP300: added new livery
Separated VSOUTPUT and PSINPUT in cloud_model.fx to allow for centroid usage (PS3 doesn't like it on VSOUTPUT)
Thrustmaster specific textures .dds files
Sakitto - Concrete Barrier Fix for Thrustmaster event
New BAC Mono export
New Caterham R500 export
Caterham SP300R added
New Bathurst export
New Belgian Forest export
New Harrison Pike export
New Satikko exports
Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
Please completely uninstall your current build before using the new auto patcher
Auto patcher implemented to the server
Fixed problem with BStrcpy parameters. - Added Fanatec SDK include paths
Initialise network systems on XBox and PS3. Enable DS manager on all platforms
Fix for inaccurate mouse pointer in 5:4 displays
Fix for enviroment time not reseting when when moving between tracks and frontend. Added in functions to clear the weather forecast
Fix for not reseting the timezone
Start of FrontEnd Garage overhaul
Clear exclusive GUI input when skipping login dialogue
Setting static emap camera to 30 meters in the air
Added in a SSAO Calculation before phase 2. This sorts out the shadows. Changes time rate in the FE to be 10 times realtime. Added in sky rendering to the forward render pass. Added in that everything thats marked to cast shadows casts shadows
FE time scaling set at real time.
Activate livery selection for car preview
Display correct car in preview on entering game
Keep ambient car shadows on all the time.
Bring car preview back once coming back from race
Fixed aspect ratio on garage scene
Reseting the date and the long an lat when entering the FE
Straighten front wheels in GUI scene
Ultra models in the gui
Reseting the track rotation offset. Setting time of day to midday from darrens suggestion
Gravel overspill sound now plays when leaving gravel traps (volume needs balanced). Added new parameters to the material audio mapping and surface config to help tweak the values
Adding Launcher (Patcher) ISS script template and updating main install one with changes required for content installer
Belgian Forest - update trees and crowds for new terrain
Lowered Lotus 49 default setup steering ratio (now 9.4:1)
FE garage cam clipping through scene fixed for 4:3
Belgium Forest: Changed woods to white
Belgium Forest: Repositioned crowds on KemmelBridge so as not to intersect with the ground
Belgium Forest: New textures for KemmelBridge asset
Removed garage scene movies as they are no longer used
Art-side fix for badenring 200m dynamic marker crash
HIDE MENU button added to Quick Solo page, Help moved to specific Info page which is where the Credits will ultimately go also
Adding Huyara turbo spool and dump sounds
Added Eifelwald track
New Belgium Forest export
Build 248 (5/7/12, Senior Manager)
Moved position and activation of the surface sound debug info
Generic bushes instances
Caterham SP300R: display static steering wheel when driver is turned off
Track textures- New wip textures for Loire, first revision
Formula Rookie: added new livery
FE cam paths tweaked to stop cams clipping through objects
New Loire export
Build 247 (4/7/12, Senior Manager)
Stopped bridge log file being created when command line option is not used, and increased size of buffer by a factor of 60 to allow for cases with many AI
[WEATHERSYSTEM] fix for when timelines only have one key ..
Moved common audio debug function to draw ranged values into the app debug functions, to avoid it being duplicated again.
Fixed long-standing bug where marbles overlay sound would keep playing longer than it should (also not initiating when it should). Caused by the visual effect not updating parameters if marbles are not in range, but they were used by the audio. The parameters are now reset when invalidated this way.
Tweaked marbles overlay sound so the range is scaled better with the car velocity (controlled by a SurfaceSoundConfig value rather than hardcoded), it takes the marble density into account, and it fades out more quickly. Debug graphs were added for testing (disabled by default)
Moved constructor order around to fix PS3 compilation error
removing daytime and nighttime shader specialisations and replacing with dynamictimeofday. This removes several hundred unneeded shaders from the game. Removing any code that used nighttime lighting.
Disable the switch to wet surface sounds until appropriate sounds have been added. Fixes the bug where the surface sounds are coming out wrong when using the rainy weather option (exposed now wet weather has been enabled) http://forum.wmdportal.com/showthrea...l=1#post187220
Formula Rookie: added new livery
Belgian Forest Circuit - add new texture for tribune
First pass on the Pagani Huayra physics
Build 246 (3/7/12, Team Member+)
Fixed PS3 fog direction handling code, and added note to assist any later additions to the same set of shader parameters
[Online] Reexported latest DS constants. Send regular keepalive messages to DS.
[Renderer] Renaming the engine param from shadowRotationTexure to shadowRotationTex as this is the name of the param in the fx files ..
[GUI] Updated new Jin Ding map.
[GUI] Fixed the black quad that was appearing over the garage scene in the Main Menu
[GUI] New export of car garage scene
Formula Rookie: added new livery
Integrated change: corrected lightmap Max shader so that future exports will not mistakenly export the lightmap intensity as a float 4 vector, causing warning messages on PS3 TTY
Back out changelist that broke the cloud shadows in dx11
OMG this game is so good now! SO amazing... My hands are literally shaking (maybe too much FFB)
Driving on Eifelwald with LS 4 and Headsets, graphics on max settings, TV on 120Hz trumotion, camera shaking, helmet cam, maximum settings there as well...
The driving feels SO intense. FUCK yeah! FUCK YEAH!
It's still just the road, no roadside design of the map there, so no trees and stuff. But it feels really different to Shift 2 Nordschleife. Of course, all the curves are there, but there is definitely less elevation and the roads seem to be a little bit tighter.
Uhhhhh..
They bought all the licences. It's just, some of them aren't allowed to be used in game if their product isn't finished. It's down to contract agreement.
http://www.youtube.com/watch?v=ILVmwk324YY&hd=1
view it in 1080p with headphones
Im such an idiot! lol!
I saw this and thought "wtf, why are there two steeringwheels....then I realized one is a steeringwheel and the other one is parts of your helmet being in view
shitloads of new stuff in my pc. Cant keep track of it all.
Erm, it turns towards the apex of corners. That's what happens in real life as well, they don't turn their heads only when they actually are turning, especially not with tight corners where you steer in late.
What Werelds said, the only thing bad in.there was my driving but it was the first time I actually drove this track without crashing in the first third
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