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Requisiti minimi e info utili + Build notes


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Posted

Build 417 (1/3/13, Junior Member+)
Scribe:
* Re-enabled Game usage in external script
* Added script search paths to includes in common libs
* Modified build scripts to bring into line with new script compiler common include handling
* Modified ScribeCompiler build rule to add new default properties and allow per-project editing
* Renamed 'Scribe_Internal' folder to 'RaceAppCore_Scribe'
Physics:
* Library update for "basic" tread mode
* Next revision of kart, including new A/B/C test
Enviroment:
* Lensflares now come from the enviroment system
* New lenflare tech
* Can now live edit Lensflares and overide data based on time of day
* Fixed depth map support in skyrings - allows variation of fog strength so some parts look closer
Animations:
* Crowds small flag animation fixes for props behavior + cleanup and selection sets update to contain proper meshes
* Casual women cheering animations
* Casual animations idles migration
Render:
* Add appCanOverrideSampler annotations for phase3 techniques to allow DX9 to modify Aniso settings correctly
Audio:
* Balancing of 'sports' box
* Armco 3d distance adjustments to match main engine gain and filter roll offs
* Balancing adjustments (levels)
* RUF AI set added.
* Updating RUF set to take account of new physics. Balancing adjustments to 3d distance, distortion, compression and pitch.
* Adding RUF AI engine set
GUI:
* RUF logo added
Tracks:
* Azure Circuit: Added new casino roundabout, merged in latest stuff from Janp, temp fixed sidewalk around latest JanP assets, deleted old stuff, updated trees on the casino roundabout
* Bathurst: Added outer grass, fixed various wall issues, reduced outer terrian extent to fix terrain pop up, created new grass exclusion map. added new texture for grass clusters for the autograss
Vehicles:
* BMW M3 GT: New windscreen banner setup, bugfixing, updated headlights
* BMW M3 GT: Added placeholder livery banners + tweaked lights
* BMW M3 GT4: Fixed livery numbering
* Formula A: new aero with vastly increased ride height sensitivity. set suspension to use wheel rate for everything
* Ruf RGT8: Normals fixes, exhausts fix, AO added on wheels, brake disks and tyres
* Pirault Mega: Fixed spring rate calculation mistake. Ride frequencies now match the appropriate spec

Build 416 (28/2/13, Senior Manager)
Render:
* DX9/DX11 CHDRControl support for DS2X/DS4X tonemapped filtering + bicubic filtering/hybrid
* :CMemoryPools, Renderer::CFixedPoolsManager and Renderer::IPoolsManager replaced by MWL::Base MetaPools implementation
* HDRMethods_Combine shader support for DS2X and DS4X improved quality filtering using tonemapped samples. Placeholder code for BiCubic and Bicubic hybrid methods + Large cleanup of Tonemapping shader code
Art:
* Crowds flag anims: cloth settings + anim scene point cache paths fix
* Point cache data for flags deformations
* Crowds flag_big animation scene fixes + merge SIM flag
* Characters props migration
Physics:
* Ruf RGT-8 and BMW M3 GT4: initial physics. Various tire.rg changes
Tracks:
* Eifelwald GP: Last chicane. End off track dectection 25m sooner to see if "next lap won't count" message is fixed if taking last corner correctly
* Badenring Historic: Tightened up cut track detection in First chicane. Per forum feedback
* Badenring GP: Tighten the cut track detection in Turn 2. Lossened it up slightly in Turn 2. Per Forum feedback
* Azure Circuit: Added new sainte devote terrace+edited surounding things, fixed trees/bushes on it, added latest assets from JanP/MichalJ/DavidB, optimized mesh around the Casino area, updated trees on the new sainte devote terrace, road mesh, new textures
* Glencairn: Fixed Skyring and collision issues
Vehicles:
* Pagani Zonda R: bugfixing + new cockpit banner setup
* BMW M3 GT4 : alpha1 driver animations
* BMW M3 GT4: Added Dunlop tires to works liveries
* BMW M3 GT4: added livery 1/2 names
* BMW M3 GT4: added works liveries 1/25
* BMW M3 GT4: added rear window banner
* BMW M1: new light setup + various bugfixes
* Caterham R500: setup changes for revised tire
* Ruf RGT8: Added door frames. All mirrors woking in CPIT now. Shadow flags fixes
* Ruf RGT8: Initial driver animations
* Fixed up several cars that couldn't correctly use the eye point offset feature. Some viewpoints changed, some did not

Build 415 (27/2/13, Senior Manager)
Bug Fixes:
* Fix for BMW M3 GT opponent engine sounds not pausing when game is paused
Render:
* Revert light glow billboards to ignore depth testing
Art:
* Casual characters - fixed paths
* Characters data migration
* Props rig update
* Crowds billboards data migration

Build 414 (26/2/13, Manager+)
Bug Fixes:
* Fixes applink mismatch in TrackSelect/LayoutSelect screens
Helmet Cam:
* BUGFIX for Helmet clipping the near plane
Base:
* Added App Section module
* Updated BProjectKernel to use Create/Destroy etc methods (replaces obsolete Open/Run/Close)
* Fixed a mem leak from the title config module
* Minor updates to BFrameWork based on use by BAppSection Manager
* Added eRetWaiting state to tRetCode so that framework functions can be polled properly instead of sync blocking
* Removed _cdecl from baseconv declaration so that legacy code can be declared without having to add it (such as virtual funcs)
* Fixed various typos
* Renmed BFrameWork GetState/SetState to GetFWState/SetFWState to avoid function aliasing
* Renamed BProject/BProjectKernel funcs to keep consistent with new framework mehods
GUI:
* Changed track selection screens to allow both single screen, and double screen, layouts to work alongside each other
Render:
* Fix for far cascade scene query results being too small (early morning/late evening time of day on a few tracks were hitting "SceneGraph AddObjectResult - Not enough Space" resulting in disappearing shadows in the far distance)
* DX11 - Fixed DepthClipEnable default value (just Align with what DX9 does)
* Fix for lightglow_billboard not depth buffering correctly (brakes lights, pit lights etc, shining through solid objects bug)
* Ambient shadows attentuate with fog distance
* Fix for tyre smoke not fogging correctly.
* Fix axisfacingquad + genericquad particle shaders to incorporate fog (leaves etc not fogging)
* Fixed Racing Line overlay not getting fogged
* Fix for Glass materials not being correctly fogged
* Fix for Sparking helmet materials
* Fix missing vertex shader normalizations in basic and basic windows.fx. Those two vertex shaders are now reusing worldeye for the fog calculation, which saves around 5% of the VS cost
* Shader fix for DX11 only mother-ship shadows bug
Ghost Mode:
* Modified ghost transparency calculations so that in mirror it is solid until it is almost upon you and it doesn't go solid when near you, e.g. when just behind you but in front of the external camera
Graphics:
* Reverting code that disabled SSAO
Audio:
* Adding Assassin music
* Experimental 3d and distance paramter gain and filtering
* Compression tweaks
* Changes to balance and 3d distance parameters
* Tweaks to levels
* Switches on RUF RGT 8 sound set
* Updated for use with the RUF. Compression, eq, filter and load settings added
* Adding engine set for RUF RGT 8
* Adding fdp for RUF RGT8
Tracks:
* Bathurst: Added specular maps to materials with wrong applied maps, fixed transparency things on fences, added anisotrophic filtering on materials, added fresnel to all of the materials, adjusted terrain height in areas requested on the forum, raised walls around track by 20cm, fixed as much as possible lod pop ups without touching the camera config file, dropped missed trees
* Badenring Historic - fixed flipped cut track corridor line in 3rd chicane
* Badenring National and Short - Last corner cut tracks updated to match recent changes to the GP circuit for consistency. Also moved first garage spot out onto pit lane so you don't start behind closed garage doors
* Azure circuit - fixed railings, tweaked texture maps
Vehicles:
* Pirault Mega SR: New LODB meshes
* BMW M3 E30: Fixed headlights
* BMW M3 GT: Added livery 19 + minor fixes to other liveries
* BMW M3 GT4: UV mapping + prepared for custom liveries
* BMW M3 GT4: added srcdata/physics files + cockpit display
* BMW M3 GT4: added runtime files + collision export
* BMW M3 GT4: added textures + placeholder liveries
* BMW M3 GT4: First export
* Ruf RGT-8: Cockpit glow texture update.
* Ruf RGT-8: Better black glass lines on windscreen. Basic lights setup, including lightglows. Quick cockpit AO. Fixes after testing in game
* Ruf RGT-8: First export

  • 2 weeks later...
Posted

Build 426 (14/3/13, Senior Manager)
Render:
* Shader error message given more detail
* Fix for lods on reflection
* Improved cloud env map settings for performance + setup new face offset for this map.
* Reduce cloud env map resolution - it's only ever convolved so 128x128 is way more than enough for low to high reflections
* Fix a performance issue with Envmaps when MSAA was enabled (this incorrectly cleared the phase 3 depth) but since the envmap never uses MSAA the depth can be shared (provides a 1.5-2.5% overall speedup)
* Fix clearing of the convolve render-target - the convolve renders to the whole quad and the clear is no longer needed for SLI/XF
* Add 'face offset' support to the CDynamicEnvmap class - allows each envmap to have a unique face offset so they aren't all rendering the same faces each frame which causes peaking loading
Enviroment:
* Added AddKeyLight and RemoveKeyLight methods to EnvironmentManager for main menu usage
* Add cloudenvmap place holder setting for when the viewsettings are re-enabled again
HUD:
* Fix for HUD 'lite' not working
* RUF logo added to splash screen and Happy St Patrick's Day everyone!
Shaders:
* Changed the variable-range glossiness control to use mip-biasing on the envmap lookup, as well as blending to the specular convolution, this removing the odd looking pin-sharp reflections on semi matte surfaces
* Fix for basic translucent shadow-gen missing shader discard! it previously relied upon alpha coverage to work at all!
Tracks:
* Solitude Rennstrecke: New export
* Solitude Rennstrecke: New AIW
* Moravia: Exported sitting crowds + crowds placement
Vehicles:
* Pagani Huayra: Alpha2 driver anims

Build 425 (13/3/13, Senior Manager)
Base:
* Fixed input related leaks
* Fixed PS3 unity compile
* Added dump on exit if leaks detected in main pools on PC (debug and release only currently)
Render:
* Setup code to increase number of spotlights based on weather we are wishing to render at high quality or not
* Fix for bad exclusion flag in Rear View Mirror rendering (probable cause of disappearing vehicles in online)
* Viewsettings for Static envionment map optimised. (saves around 50k triangles (4%) in a typical scene
* Enable Anisotropic filtering on Foliage (including instanced Foliage) shaders and shadow map generation
Shaders:
* Fixed missing use of specular strength in wheel shader (this resulted in over-bright wheels on shaded side of car)
* Converted light glow billboard shader to be drawn in post blur phase - this fixes a problem with glow billboards sorting incorrectly with headlight glass on certain cars
Tracks:
* Heusden: Tightend up cut tracks further through chicanes 1 and 2. Adjusted the AI line through Chicane 2 so they run wide off the exit onto the grass
* Heusden: Added missing fences, sign posts, adverts and 100 markers
Vehicles:
* Ford Capri: Updated AO and added wheel LOD's
* Ariel Atom 300: smoothed torque curve similar to Hondata reference
* BMW M3 E30: Fixed UV mapping

Build 424 (12/3/13, Manager+)
Common:
* New GUIName entries
* Added main PhysX header to main header of Support Physics library, to allow more convenient use of PhysX SDK
* Updated include paths of all common library projects that use Support Physics (directly or indirectly), so PhysX headers are visible to them.
* Removed unnecessary includes of main PhysX header from .cpp files of Support Physics library
Base:
* Ensure that msg queue alloc goes to the correct new overload
TweakIt:
* Change so FOV is updated from Tweakit
Animations:
* Tidy up vehicle anims code and switch to mix or play animations to avoid replacement of existing animations in some cases (such as wipers replacing suspension ones)
Render:
* Implement Shadow LOD scaling and size culling + fix identification of non player vehicles in vehicle meshes
* DX11 Fix Alpha to Coverage setting - sorts out crappy looking foliage/transparencies on ATI cards in all AA modes without MSAA. MSAA modes are correct as is
* App Side hookup main menu and new renderer downsampling scales.
* Render Task re-ordering for HDR Motion Blur - moves ForwardPostBlur rendering which incorporates both MB and Windscreens directly after the Forward rendering task
* DX9/DX11 Renderer support for HDR motion blur in the Post Processing control module
* Add DX9/DX11 Renderer helpers for downscaling width and height scaling
* Added new double-sided render contexts in preparation for use in plants etc
Shaders:
* MotionBlur shader - fixed for HDR support + fixed for fringe bug in all modes except MSAA
* Windscreen and Visor ForwardPostBlur shaders adjusted to work in HDR
Bug Fixing:
* Fixed memory leaks and missing file/line & trace info for a number of allocs
* Fixed memory leaks and missing file/line & trace info for a number of allocs. Added leak dump on exit in all configs (assert currently disabled)
HUD Editor:
* Better quad selection now based on Mesh bounding box and projected screen coordinates
* Fixup the Editor HUD view cycling to use the new control method
Tracks:
* Heusden: Darkened some textures
* Bathurst: Turn 12 and last corner inside cut tracks tightened up one curb width
* Eifelwald: New sitting crowds
Vehicles:
* BMW M3 E30: Fixed car colour. No more just red BMW's
* BMW M3 E30: Fixed UV mapping

Build 423 (11/3/13, Senior Manager)
TweakIt:
* Addition of new Camera controls for marketing mode
* Code added to toggle the cameras via buttons
Tracks:
* Azure Circuit: Added latest assets from JanP, added latest from MJ, even if not finished, fixed J.F. Kennedy road+sidewalk, remapped, moved/scaled old wrong stuff and added temp geometry around new/old unfinished stuff to fix gaps-holes, updated sel sets
* Heusden: Solar Panels placed

Build 422 (8/3/13, Team Member+)
Common:
* Exposed GUIDialogManager from the helper so App level dialogs can use it
* Code to allow use to render both sun/moon shadows and spot light shadows at the sametime
GUI:
* Added 'non-modal' dialogs
* Fixed crash in manager update loop
* Fixed some missing clone property settings
Bug Fixes:
* Some memory leaks fixage
HUD:
* Reverted HUD mirror disabling for Cockpit view. Changed the default status of the mirror to hidden
Physics:
* Fixed them damn dirty ANTS smile.png

Posted

Build 428 (18/3/13, Senior Manager)
Render:
* Fix for missing opponents in Rear View Mirror Bug + fix for obscured mirror issue
* Applied the same early out rendermode pre-resolve to the main mesh rendering - this saves around 60% of calls the primitive rendering sequence. (On Bologna this saves ~3500 matrix multiples and eliminates more trawling through render code that will never result in a drawcall). This CL also fixes the 'Drawn' <ctrl s> stats which previously indicated submitted rather than actual drawn primitives
* DX11 Renderer Instance submission optimised to pre-resolve rendering mode and early out if no rendering is possible
Code:
* Renamed section type and enums to be consistent with standard naming
* Removed obsolete GetSectionType function from CSection (BAppSection GetSectionID should be used instead)
* Added assert to make sure that the tSectionType values matches the index based ones assigned to sections via CreateSection
Tracks:
* Heusden: New industrial light flares
* Heusden: Added light flares to start bridge rear
Vehicles:
* Updated COMMON_PAINT.dds to 2:3 ratio

Build 427 (15/3/13, Team Member+)
Bug Fixes:
* Fixed the FFB being missing issue
* Fix for Controls screen showing the Edit page whenever you go in there
* Amended handling of puddles in road shader to prevent specular white-out
Render:
* CDynamic Envmap class now uses the new per face mip map level generation DX11 code
* DX11 Texture Class support for per Cube Face mipmap generation support, via per face ShaderResourceViews
* Fix for dynamic emap not getting used on the car
* Inverted facing direction for double sided polygons - corrects lighting be inverted
Shaders:
* Re-enable MotionBlur dither
Base:
* Initial changes switching over to use the BAppSection framework. General tidy-up of the sections code
* Ensure that custom blocklist allocs/free calls match up when using default new/delete
GUI:
* Added WMD requested physics key mapping hooks (brake bias, pit speed limiter, ignition & starter key, adj anti roll bars) - awaiting links to the physics so not yet functional
Audio:
* Increase in volume for AI sounds after reports that AI were difficult to hear. This will be ultimately controllable via sliders in the UI eventually
Trees:
* 3D palm tree instances - self shadowing and transmissive light effect added, textures tweaked in mips
Tracks:
* Belgian Forest: Added missing emissives, adjusted emmissive levels, added viewer placed lights poles, speakers,changed kerbs color in chicane after first long straight. added emmissive night skyring
* Belgian Forest: Fixed wrong crowds positions
* Eifelwald: Added new crowds
* Glencairn: Added new racecontrol building+tstacks, added missing textures
Vehicles:
* BMW M3 GT4: CoG raised, new ARB ranges, final drive tuning allowed

Build 426 (14/3/13, Senior Manager)
Render:
* Shader error message given more detail
* Fix for lods on reflection
* Improved cloud env map settings for performance + setup new face offset for this map.
* Reduce cloud env map resolution - it's only ever convolved so 128x128 is way more than enough for low to high reflections
* Fix a performance issue with Envmaps when MSAA was enabled (this incorrectly cleared the phase 3 depth) but since the envmap never uses MSAA the depth can be shared (provides a 1.5-2.5% overall speedup)
* Fix clearing of the convolve render-target - the convolve renders to the whole quad and the clear is no longer needed for SLI/XF
* Add 'face offset' support to the CDynamicEnvmap class - allows each envmap to have a unique face offset so they aren't all rendering the same faces each frame which causes peaking loading
Enviroment:
* Added AddKeyLight and RemoveKeyLight methods to EnvironmentManager for main menu usage
* Add cloudenvmap place holder setting for when the viewsettings are re-enabled again
HUD:
* Fix for HUD 'lite' not working
* RUF logo added to splash screen and Happy St Patrick's Day everyone!
Shaders:
* Changed the variable-range glossiness control to use mip-biasing on the envmap lookup, as well as blending to the specular convolution, this removing the odd looking pin-sharp reflections on semi matte surfaces
* Fix for basic translucent shadow-gen missing shader discard! it previously relied upon alpha coverage to work at all!
Tracks:
* Solitude Rennstrecke: New export
* Solitude Rennstrecke: New AIW
* Moravia: Exported sitting crowds + crowds placement
Vehicles:
* Pagani Huayra: Alpha2 driver anims

Build 425 (13/3/13, Senior Manager)
Base:
* Fixed input related leaks
* Fixed PS3 unity compile
* Added dump on exit if leaks detected in main pools on PC (debug and release only currently)
Render:
* Setup code to increase number of spotlights based on weather we are wishing to render at high quality or not
* Fix for bad exclusion flag in Rear View Mirror rendering (probable cause of disappearing vehicles in online)
* Viewsettings for Static envionment map optimised. (saves around 50k triangles (4%) in a typical scene
* Enable Anisotropic filtering on Foliage (including instanced Foliage) shaders and shadow map generation
Shaders:
* Fixed missing use of specular strength in wheel shader (this resulted in over-bright wheels on shaded side of car)
* Converted light glow billboard shader to be drawn in post blur phase - this fixes a problem with glow billboards sorting incorrectly with headlight glass on certain cars
Tracks:
* Heusden: Tightend up cut tracks further through chicanes 1 and 2. Adjusted the AI line through Chicane 2 so they run wide off the exit onto the grass
* Heusden: Added missing fences, sign posts, adverts and 100 markers
Vehicles:
* Ford Capri: Updated AO and added wheel LOD's
* Ariel Atom 300: smoothed torque curve similar to Hondata reference
* BMW M3 E30: Fixed UV mapping

Build 424 (12/3/13, Manager+)
Common:
* New GUIName entries
* Added main PhysX header to main header of Support Physics library, to allow more convenient use of PhysX SDK
* Updated include paths of all common library projects that use Support Physics (directly or indirectly), so PhysX headers are visible to them.
* Removed unnecessary includes of main PhysX header from .cpp files of Support Physics library
Base:
* Ensure that msg queue alloc goes to the correct new overload
TweakIt:
* Change so FOV is updated from Tweakit
Animations:
* Tidy up vehicle anims code and switch to mix or play animations to avoid replacement of existing animations in some cases (such as wipers replacing suspension ones)
Render:
* Implement Shadow LOD scaling and size culling + fix identification of non player vehicles in vehicle meshes
* DX11 Fix Alpha to Coverage setting - sorts out crappy looking foliage/transparencies on ATI cards in all AA modes without MSAA. MSAA modes are correct as is
* App Side hookup main menu and new renderer downsampling scales.
* Render Task re-ordering for HDR Motion Blur - moves ForwardPostBlur rendering which incorporates both MB and Windscreens directly after the Forward rendering task
* DX9/DX11 Renderer support for HDR motion blur in the Post Processing control module
* Add DX9/DX11 Renderer helpers for downscaling width and height scaling
* Added new double-sided render contexts in preparation for use in plants etc
Shaders:
* MotionBlur shader - fixed for HDR support + fixed for fringe bug in all modes except MSAA
* Windscreen and Visor ForwardPostBlur shaders adjusted to work in HDR
Bug Fixing:
* Fixed memory leaks and missing file/line & trace info for a number of allocs
* Fixed memory leaks and missing file/line & trace info for a number of allocs. Added leak dump on exit in all configs (assert currently disabled)
HUD Editor:
* Better quad selection now based on Mesh bounding box and projected screen coordinates
* Fixup the Editor HUD view cycling to use the new control method
Tracks:
* Heusden: Darkened some textures
* Bathurst: Turn 12 and last corner inside cut tracks tightened up one curb width
* Eifelwald: New sitting crowds
Vehicles:
* BMW M3 E30: Fixed car colour. No more just red BMW's
* BMW M3 E30: Fixed UV mapping

Build 423 (11/3/13, Senior Manager)
TweakIt:
* Addition of new Camera controls for marketing mode
* Code added to toggle the cameras via buttons
Tracks:
* Azure Circuit: Added latest assets from JanP, added latest from MJ, even if not finished, fixed J.F. Kennedy road+sidewalk, remapped, moved/scaled old wrong stuff and added temp geometry around new/old unfinished stuff to fix gaps-holes, updated sel sets
* Heusden: Solar Panels placed

Build 422 (8/3/13, Team Member+)
Common:
* Exposed GUIDialogManager from the helper so App level dialogs can use it
* Code to allow use to render both sun/moon shadows and spot light shadows at the sametime
GUI:
* Added 'non-modal' dialogs
* Fixed crash in manager update loop
* Fixed some missing clone property settings
Bug Fixes:
* Some memory leaks fixage
HUD:
* Reverted HUD mirror disabling for Cockpit view. Changed the default status of the mirror to hidden
Physics:
* Fixed them damn dirty ANTS smile.png

Posted

Build 432 (21/3/13, Team Member+)
Render:
* Addition of planer reflection rendering. This is an alternative approach to what we have in game currently. The task is its own renderloop that reuses tasks built for the the main scene It is currently enabled in the FE.
App:
* Change required for how the cameras are setup.
Environment:
* WIP fog settings on all clear and light to heavy cloud conditions - distant haze increase during the day and a touch more haze around twilight times as that wasn't really noticeable before.
Sun in emap setting added to overcasts, foggy and rainy conditions. This reduces the amount of sun light in reflections and ambinet convolves and is needed as a work around because cloud shadows don't draw in emaps.
Audio:
* Evo_X AI pitch randomisation tweak
* adding Mustang AI sounds
* mustang set updated for levels and latest load curves
* Mustang engine updated with latest load curves and exhaust resonation and experimental distance DSP.
* switching on Evo X engine set plus balancing settings
* updated Evo X fdp balancing for inclusion
* Adding Mustang engine fdp (basic)
Vehicle Physics:
* Lotus 49. New tyre carcass. basiclly more twist and softer bow stiffness. Should have the effect of higher peak slip angles. very slight drop in base grip.
* Caterham Classic, and R500. New tread compounds. R500 get a more "trackday" like tire. Setup tweaks to both cars to take advantage of tire changes. Bumpsteer remove from the front suspension geometry and steering quickened.
Vehicles:
* Mitsubishi_Lancer_Evo_X_FQ400_preAlpha0.01_v1.175 - LODX WIP, fixed a few holes in cockpit.
* M3 GT4 and Boss 302R1: adjusted spawn offsets
* Mustang Boss 302R1: fixed LOD issues. No real cockpit yet, so no need for bug reports, thank you smile.png
Tracks:
* California_Raceway_Prealpha0.48_v1.175 -fixed missing inner collisions with trackside objects -added night skyrings -added dynamic traffic cones -added pit in and out triggers
* Volusia_circuit_Prealpha1.11_v1.175 -raised outer and inner collision walls and optimized them( they were using the render mesh before), fixed pit-in-out triggers, fixed collision issue with twall/safer wall, repathed textures
* Volusia_Prealpha1.11_v1.175 -raised outer and inner collision walls and optimized them( they were using the render mesh before), fixed pit-in-out triggers, fixed collision issue with twall/safer wall, repathed textures
* tracklights files for Belgian Forest circuit
Characters/Animations:
* crowds - updated skinning (grid girls, mechanics, marshals)
* ART - polished skinning for crowds

Build 431 (21/3/13, Senior Manager)
Render:
* AA re-work/rationalisation App-side implementation.
* AA re-work/rationalisation
- removed MLAA
- removed MSAA2/8X and associated GUI logic.
- DS9X RaceAppCore logic/setup.
* DX11 support for MSAA tonemapped downsampling and DS9X. Also DX9 support for DS9X
* Code so that we can pass in custom global matrices to shaders. Note this is different to the Rendering Matrices such as world or view or projection.
* DX11 Texture Class helpers for access to MSAA Anti-Aliasing sample counts.
* CShader inlining optimisation for draw calls
* DX11 Renderer - initialise device now requests feature level 10.1 and above.
* Display a dialogue: Video Card does not met the minimum requirements for DX 11. Switching to DX 9. if the DX10.1 or above is not available when running with -dx11
* HDRCombine new techniques for MSAA and DS9X tonemap methods added. Also Fixed LDR DS2/4/9X modes to correctly downsample.
* puddles and drying support in overlay.fx corrected
* DX11 - Pixel and Vertex shader versions bumped from 4.0 to 4.1
* fix for missing normalize of worldnormal in foliage instanced shader
Online:
*
Base:
*
SharedMemory:
* Comment fixes for SharedMemory.h
* Created shared memory manager & data structure
GUI/HUD:
* Editible HUD improvements- now takes twice as many anchor points (e.g., NNW, ENE, etc.)
* Implemented new editor control system which 'browses' over all the anchor points, in the same way the GUI buttons are already browsed over. (IE- No re-centering when no input)
* Improved navigation movement, using repeatDelay & repeatRate
* Created shared memory manager & data structure
* Updated Main Menu Links with DS9X mode.
Vehicle Physics:
* Lancer Evo X FQ 400: adjusted brake torques and heating
* Caterham Classic , Lotus49 - New front suspension geometries to neutralize bumpsteer. Mostly Tire rid angle and length, upper a-arm position changed on the Lotus 49.
Vehicles:
* Added Ford Mustang Boss 302R1 to vehicle list; ford_mustang_boss_302r1_prealpha0.04_v1.175 - fixed LOD issues; textured wheels and basic LOD setup; Ford Mustang Boss: Added wheel set; Fixed runtime files + added placholder liveries
* Mitsubishi Lancer added. Fixed RCF files; New ambient shadow; wheel textures update
Tracks:
* azure coast and azure circuit skyring - textures/desaturated a bit blue and yellow channel
* Memphis_prealpha1.08_v1.175 -raised outerwalls, fixed collision issue with pitwall, repathed textures, re-did trigggers
* Heusden_Alpha1.30_v1.175 - Fence and Lod tweaks; tweaked texture to tile better; Track specific texture:circuit logo; added missing fences, marshall huts
* Belgian_Forest_Circuit_Prealpha0.71_v1.175 -fixed microgaps in old pitbuildings, refined nightskyring, added tracklights
* Delaware_Prealpha1.11_v1.175 raised outer csm walls , re-did pit in and out triggers
* Concord_circuit_Prealpha0.7_v1.175 raised outer csm walls , re-did triggers and fixed pitout collision issue
* Concord_Prealpha0.7_v1.175 raised outer csm walls , redid triggers and fixed pitout collision issue
Characters/Animations:
* ART - polished skinning for casual crowds; crowds - updated skinning
* Mitsubishi lancer EVO X fq40 0alpha1 driver animations ,limited steering ,driver setup

Build 430 (20/3/13, Senior Manager)
Online:
* Removed extra hasError redelcaration in NynpWriteBuffer
Base:
* Set up export functions
* Added GetActiveSection and GetSection accessors to gAppSection
* Updated TinyXML with optional output of symbolic characters in raw format.
GUI/Tools:
* Fixed list items to correctly add disabled entries
* Added grid layout and navigation to GUIList.
* Fixed compiler warnings and errors.
* Changed construction methods to avoid memory leaks
* Updates to GUIList to handle grid navigation and layout
Tracks:
* fixed viewer spotlight not switching off during day at belgian Forest
Vehicle Physics:
* BMW M3 GT4: revised rear motion ratio, 4.0L engine, selection of final drive ratios.
* Lotus 49 - New tire removes the FA defualt tire. More appropriate for the Vintage F1. Borrowed the RRF-G carcass and modified from there. Created new tread compound. Tweaked the setup to take advantage. Mostly quickened the steering and softened the dampers.
* BMW M3 GT3: revised brake heating and suspension motion ratios/rates
Characters/Animations:
* ART - polished skinning for crowds (press, reporter, race official)
* crowds - updated skinning
* Pagani Huayra: feet position fix

Build 429 (19/3/13, Manager+)
Bug Fixes:
* Deleting HUD editor hrdf data on exit to fix memory leak

Posted

Build 435 (25/3/13, Team Member+)
GUI:
* RPM/Gear Display on Wheel menu option
* Added new drag drop component to GUI lib
Render:
* Fix for 360 errors in rendering tasks
* Exposing Far render clip plane value
* Fix for DOF bug I introduced while still fixing the warnings the original fix was intended to address
Environment:
* New cloud fading and horizon tinting code
* Additional 3D bush instances added
* Static instances of indian laurel 3D tree variations
Shared Memory:
* Restore gSharedMemoryManager.Update call
* Shared memory fix
Base:
* Changed CRT string functions to use Base safe abstract equivalents
* Changed to calls from sscanf to Base abstract equivalent BSscanf
* Updated BSscanf abstract to prevent potential security/stability issues
Shaders:
* Checked in modified vehicles_basic_translucent shader to ensure that when it is not in glassy mode it doesn't darken the material as the alpha falls, e.g. with a mesh going into distance
* Modified specular calculation - stops the keySpec from being scaled by the specular strength (which is intended for varying the GSI strength) - this will improve reflections on wheels and a number of other car parts
Crowds:
* Added missing cameraman animation
* Added textures for camera
* Added cameraman animations, XML bindings, animation project, cameraman meshes
* Animations for crowd cameraman
Tracks:
* Solitude Rennstrecke: New AIW with dry line
* Heusden: Armco, fences, and missing assets added, removed red border
* Heusden: Repositioned trees to not fix intersecting with new white wall

Build 434 (22/3/13, Team Member+)
Render:
* Change to vehicles basic translucent shader - giving a separate technique for use on light glass so that other materials can still look non-glassy as before
* Fix for black screen in helmet cam in DX11
* DX11 mip map calcutation fix
Tracks:
* Heusden: Removed red metal bar; tweaked sign/removed red metal
Vehicles:
* BMW M1 + BMW M3 GroupA: Fixed taillight material
* BMW M1: Updated taillights with shader change
* BMW M3 E30: Updated taillights with shader change

Build 433 (22/3/13, Team Member+)
Base:
* Reset app section manager state when there's an active section
Render/AppCore:
* Ambient boost multiplier added to tree_leaves.fx shader
* Second attempt at fix for vertex declaration creation
* Update to LensFlare to fix LiveEdit state checking and added memtrace.
* DX11 fix for mismatch when comparing Texture to RenderTarget GetAntiAlias() values
* Protection against D3D11 warnings on target setting
* Add FrameTime (in MS) to the minimal renderstats view
* Fix for dummy envmap deferred target setting - this caused a whole load of DX11 warnings
* More changes for the BAppSection framework. General tidy-up of code
* Add Reflection Environment Map to F1 debug menu
Online:
* Fixed endian in InetAddress NynpBuffer Read / Write.
Environment:
* Overcast 2 weather condition added
Shared Memory:
* Fixups for shared memory data
-Now uses correct Euler orientation
-Fixed comments for (mBestLapTime & mLastLapTime) from milliseconds to seconds
-Renamed mVelocity to mWorldVelocity
-Created mLocalVelocity
-Renamed mAcceleration to mWorldAcceleration
-Created mLocalAcceleration
-Added type GAME_EXITED to GameState (Type#1)- (as the MMF persists as long as there is a handle to it)
GUI/HUD:
* Fixes chat order bug
* Remove redundant custom race vehicle selection validation
Vehicle Physics:
* Ford GT40 MK4: New physics. New tire model based off work done recently to other vintage tires. Setup changes to match. Also went through the front and rear bumpsteers to remove most of the bad stuff that was happening
* Lotus 49: Incresed FFBTyreForceMulti=0.9 (from =0.5) for increased base FFB strength
* Lancer Evo: Opened up tuning options
Tracks:
* Heusden: Added structures for use in lodb mesh; added ringlets to top boards; new textures; tweaked armco colours to match RL
* Bathurst: Worked over slope textures. added AO maps to barriers -reduced blue fogging on Skyring - begun adding tarmac seams and crack -fixed texture seams around the track between inner and outer terrain
Vehicles:
* Pagani Huayra: Fixed light illumination/Fixed light setup
* Gumpert Apollo: Fixed light illumination

  • 2 weeks later...
Posted

Build 441 (5/4/13, Junior Member+)
Bug Fixes:
* Car Preview fix for cars that have paks named different to their names
HUD:
* Edit HUD screen - Added mouse drag & drop
Render:
* DX11 enable primitive topology shadow state setting - reduces total DX11 API call count by approximately 4%.
* DX11 Shader inline optimisations (flatten various functions that were showing up in the profile on my MacBook)
* Runtime fix for SMAA S2X everything goes Rainbow bug + HDRControl support for MSAA 2x and 8x tonemapped downsampling
* Add HDRMethods MSAA 8x custom tonemapped resolve techniques
* HDRMethods Combine - add MSAA 2x custom resolve techniques - these are needed to fix the SMAA S2X 'rainbow' corruption bug
Physics:
* Updated handling of PhysX constraint objects to consider different constraint types
Environment:
* Fix member alignment
GUI:
* Added 'OnPopupActivated' and 'OnPopupDeactivated' messages
* Added popup handling to GUIListItem
Physics:
* Lotus 78, BMW M1, Ford Zakspeed Capri - adjusted Slick_purple compound with lower grip. Lotus 78 rebalanced aero and some mechanical balance. BMW M1 added some rear roll stiffness to move more towards neutral. No changes to the Ford Capri otherwise
Helmet View:
* Rebuild alpha channel to fix transparency issues
Tracks:
* Bathurst: Fixed position of skyring
* Bathurst: Further fixings on minigaps on the the barriers, fixed the ultra dar looking walls in shadowed areas, began balancing out the textures, began correcting and adding missing assets at the pitentry, fixed the non working wetroad fxs
* Lakeville Raceway GP: Dirtedges at curbs, fixed mesh issues found around some curbs, fixes on inner terrain/barriers, updated sideroads...WIP. New textures for Position Tower
Vehicles:
* Mitsubishi Lancer Evo X: Added shadow offset up to fix ambient shadow
* Mitsubishi Lancer Evo X: Alpha 2 driver animation
* Lotus 98T: Changed turbo mapping for a more power in the 7000-9000 rpm area (aprox). Moves diffuser COP slightly forward. Upped engine idle to 3000rpms
* BMW M3 GT4: fixed small bug on taillight lighting
* Bumped version of all vehicles for Friday's stat reset

Build 440 (4/4/13, Senior Manager)
GUI:
* Tidy up track details text translations
* Added debug test for text ID validity to TRD data that should refernce a textID, but has also been used for straight text
Environment:
* HDR cloud/envionment manager fix + RVM HDR + CopyTextureTo efficiency fix
Tracks:
* Bathurst: Switched armco shader tech to alpha test instead of alpha blend
* Belgian Forest Circuit: Replaced skyrings with higher res ones and more hilly version
* Bathurst: Fixed last loft issue reported by WMD users, fixed gaps along the wall barriers, re-dropped overlays in the changed loft aras, added more dirt grunge areas like oil splotch around track, updated crowds positions on modified grounds
* Lakeville GP: Grassexclusion and groundcover added, skyring added, dirtedges 20%
* Solitude Rennstrecke: New textures
Vehicles:
* Lotus 98T: Quicken shifts by .1 sec on upshift and .05 sec on downshifts
* Ariel Atom 300: Brake disc diffuse color update
* Mitsubishi Lancer Evo: Source textures metals update. Several fixes, collision update, tyres update, shiftgaiter animation added, door frames done

Build 439 (2/4/13, Team Member+)
API:
* All chat message api functions (first pass)
Render:
* Fix for static environment face update rate - the recent envmap refactor had a missed setting making the rendering of the static envmaps 6x slower
GUI:
* Weather config tweaks for localisation
Physics:
* Bump steer fix on the struts for Evo FQ400, Boss 302R, Focus RS, Pirault Mega. Camber exploit fix applied to those and the Racers
Environment:
* Rainy 2 wtc added. Please remember to delete the contents of \Documents\Lighting Edits\CARS if you used my work around for the missing file in build 438
Tracks:
* Lakeville: Update for GP, further updates on inner and outer terrain and materials adjustments on scene, swapped 3D sprite trees to 3D ones
* Solitude Rennstrecke: New basic AIW for the recent changed geometry. Also fixes AI slowdown in first corner
* Heusden: Fixed shadow and terrain issues. Missing assets added, tarmac strips darkened, red boxed added
Vehicles:
* BMW M1: Adjustments to chassis. Set motion ratios at a more realistic .75 front and .75 rear , Adjusted pushrod angles to match this to get shock speeds closer to real. Adjusted all spring rates and damper rates to work with these new ratio's. Steering lock upped from 20 to 30 degrees and steer ration tweaked. upped FFB tire force fraction. Some chassis balance work to suit. No tire changes
* BMW M3 GT: Adjusted some texture sizes, minor spec map fixes
* BMW M3 GT: Fixed taillight illumination
* BMW M3 GT2: Texture size adjustments
* BMW M3 GT4: Fixed gauges lighting
* Caterham Classic: locked gear ratios at factory settings and added a new final drive ratio
* Ford Focus RS: New tail lights
* Lotus 98T: Changes to the pushrod postioning and steering ratio for new tire. slight adjustment for bump steer fix
* Lotus 78: New physcis to go with new tire. Motion ratios changed to a more reaistic .625 front and .75 rear. Spring and damper rates adjusted accordingly. Moved COP slightly forward to match comments about real car
* Lotus 78 and 98T: New tires that are more period correct. Removes the FA tire
* Ariel Atom 300: Switched compound to track_jadegreen. Effectively lower grip than previous
* Ariel Atom 300: idle throttle adjustment
* Mitsubishi Lancer Evo: All interior/exterior gaps fixed. Added quick cockpit AO. Fixed cockpit lighting
* Cockpit exposure adjustment for most of the newer cars

Build 438 (28/3/13, Team Member+)
Audio:
* Doppler settings and dynamics of fly by refined
* Exhaust now responds to distance based echo (this is experimental)
* Experimental delay/reverb by distance settings for trackside cams. Effect is slightly exaggerated to assist audibility for testing
Environment:
* Clear 5 wtc updated with recent weather edits including hortizon sky/emap boost, cloud fade and sun emap intensity
* Multiple changes to wtc files. Addition of emap sun multiplier to clear/cloudy settings to add more contrast to reflections. Addition of lower sky brightness boost to add more contrast and sheen to reflections and to add brightness and bloom on the horizon. Cloud distance fade added in multiple conditions to replace or aid cloud fog. Additional tweaks to balance the above. Addition of a new Rainy2 setting which is based on the recent Overcast2. All settings bar foggy, heavy fog, overcast and clear5 have been edited
GUI:
* Happy Easter everybody!
* Linen background upgraded and all screens that reference it updated, news ticker now runs along the bottom edge, saving in Options/Online now returns you to the previous page, Remove Ghost button moved to left-hand tile panel, new disabled state for text so it's easier to read, Steam Community button added to top link bar, other minor visual improvements and bug fixes
Physics:
* Many tire and setup changes to the BAC Mono, SP300R, JP-LM, Racer L4 and V8, Mustang Boss 302R and BMW M3 GT4. See Physics Releases post #53 for details
Tracks:
* Bathurst: Fixed shader technique on winebushes to avoid normal issue in Bathurst
* Bathurst: Adding possible missing textures for Bathurst
* Bathurst: Fixed 2 trackoft issues pointed out by users on Bathurst
* Heusden: Moved trees closer to track and added large tree to right of start straight approach
Vehicles:
* Mitsubishi Lancer: Body Exterior LODX modelling done. Chassis/Interior gaps fixed on front windows

KNOWN ISSUE: We have issues when running SLI producing black shadows, as a workaround disable SLI.


Build 437 (28/3/13, Senior Manager)
Physics:
* Fixed buffer length bug with BSprintf in AI Database calls
* Changed Lotus 49, Ford GT40, Ariel Atoms recent 3 tire models to follow AJ's latest pressure distribution change
Environment:
* New Code for seperate envmap horizon tinting
Render:
* Code to update the phase rendertargets for "owned" emaps at the start of each renderloops
Bug Fixes:
* Fix for ghosting rendertargets not getting setup (fixes ghost mode)
GUI:
* Added reflections env map settings to graphics settings
Shaders:
* Basic shader double sided system changed to make it easier to have same lighting on both sides - need for low cost foliage
Crowds:
* Added photographer animations, XML bindings, animation project, photographer meshes and textures
* Renamed press characters, added photographers export scene, added photographer animations
Tracks:
* Bathurst: Fixing the slope textures which did not update with the last updated export
* Heusden: Added light poles and tents, repositioned and removed trees to match with refs, added tyrestacks around track

KNOWN ISSUE: "All" filter in the car select is currently showing no cars.

Build 436 (27/3/13, Senior Manager)
Render:
* Code to insure the small RT is big enough to handle all emap rendering
* Reflection map rendering now uses its own new graphics config setting
* Refector to the creation of Dymaic Emap and Shared Renderdata so we can reuse rendertasks more effectivly. This is achieved by making said classes be using additional spec structures
HUD:
* Editible HUD upgrade
- LT/RT (object cycling) functionality removed
- Added a (placeholder) question mark icon, to indicate that a HUD object is hidden at this anchor
- Using a slightly prettier selection box (although still not quite there in quality yet)
- The selection box is now coloured differently when an object is picked up
- Bug fixed - camera cycling
- Bug fixed - Selction box size not changing when toggling
* Added 'reflection envmap quality' applinks and data
Physics:
* Edited most carcasses to effectively be a revert to the previous build's pressure distribution.
Base:
* Changed some more CRT string function calls to use Base safe abstract equivalents
Helmet View:
* Obsolete textures removal
* Dust and scratches visibility tweaks + obsolete data cleanup
Tracks:
* Bathurst: Added track seams and crack overlays
* Heusden: Added light poles
Vehicles:
* Ford Focus RS: Polished surface reflections

Posted

Build 445 (11/4/13, Senior Manager)
3rd Party:
* Added Fanatec SDK v0.17.462
Common:
* Add camera centre pos per vehicle property
* Add centre pos
* Tell the car preview loader queue to use the game memory pool
Environment:
* Clouds now occulde lens flares
* Update to the Sun Lensflare so it puts its occulsion point close to the far clip plane
Render:
* App support for -Framelatency <x> command-line setting (DX11 only). For example, -dx11 -FrameLatency=2 reduces default from 3 frames to 2 frames for anti-lag
* DX11 support for DXIDevice1 FrameLatency setting.
* DX11 RenderContext state setting optimisation - reduces OMSetBlendState/RSSetState/OMSetDepthStencilState calls by 20%. DX11 StretchRect also now uses RenderContext state setting instead of direct API calls (There is now never any redundant state sent to DX11 with this optimisation - found using PerfStudio 2.12)
* Code so skyrings render at a fixed depth for Phase1
GUI:
* Apply changes for GUIDialog callback function
* Fix for popup mouse position calculation
Physics:
* Ctrl-D debug screen brake bias uses dynamic value
Vehicles:
* Motec brake bias shows dynamic value
* Driver anims Ford GT40 MkIV: alpha 2 anims (tweaked feet position)
* Driver animations: Ford capri - alpha 2 anims
* Added cockpit-adjustable roll bars and brake bias for appropriate cars
* BMW M3 GT: general refinement to the physics

Build 444 (10/4/13, Senior Manager)
Physics:
* Report scrape start/end event even without contact points
* Pass pit speed limiter to player vars on pit limiter key, fixes an issue starting on track and trying to enable the pit limiter
* Added LiveInput systems to allow live onboard vehicle tweaks
* Seperated roll bar calculations from HD vehicle precompute stage
* Implemented brake bias onboard adjustments
* Implemented speed limiter onboard enable / disable
* Implemented anti-roll bar onboard adjustments (currently disabled until vehicles have onBoardAntiRollBars data flag set up)
* Added local to vehicle space calculations for orientation to use with shared memory systems
Audio:
* CollisionSoundManager only processes scrape events with valid contact points
Environment:
* New key enable lensflares
* Sun flare texture optimisations
Render:
* Fix for moon rendering in front of the sky ring
Shaders:
* New Moon shader
Tracks:
* Lakeville: Added normalmap texturemaps, terrain texturemap tweak, updated assets merged, instance scene updated, new textures for racing school asset
Vehicles:
* Lotus 98T added "B" tyre as Doug's previous original tyre. need to use -b from command line
* -A compound option for M3 GT4 and Boss 302R1
* Formula Gulf FG1000: Initial setup for physics test export. Includes sharper falloff to slick_white slip curves and road-legal
* Formula Gulf FG1000: Placeholder model for physics testing added

Build 443 (9/4/13, Manager+)
GUI:
* Added "ALL" to vehicle list filtering
* Adds naming methods for list items
* Adds second object passing for GUIMsgData, to help withdrag drop receiving
Freecam:
* Changed handling of custom DoF controls to make them reset original DoF settings fully even when in freecam
Environment:
* Different horizon settings for the emaps
Physics:
* Added ModalCarcass
* Added -a version of 98T, which is the reference version on old FA tires
* New FB A/B/C test
Crowds:
* Polished meterials for sitting crowds
Tracks:
* Solitude: New basic AIW for the latest layout changes. Starting grid retained
* Bathurst: Fixed wetroadeffects which were broken before
* Bathurst: Added pitentry whitelines, added pitlines, fixd/corrected pit exit, added brick like placed tyres and arch before last trun, placed and added tyrewalls and tyrestacks after arch auntil pit entry, adjusted csm meshes, added start line string (still not as in RL as for license reasons)
* Lakeville Raceway: Updated mesh and materials of curbs, roads, sideroadedges, racingline, vertexcolors added for road
Vehicles:
* Caterham Classic and R500: Upped tireforcemulti to 0.6
* Mitsubishi Lancer Evo X: LODX Engine WIP
* Lotus 98T: Changes to go with latest tire. Upped Tireforcemutli (.6 to .65), steer ratio 1 notch, lowered ride height 10mm , added a small amount of bumpstop for bottomming
* Lotus 98T: New defualt tire. Stiffer springrate, a bit less slip angle, slightly more grip to help drivabilty with those changes. overall more direct

Build 442 (8/4/13, Senior Manager)
Console:
* Fix for ps3 compile warnings and errors
Render:
* Fix for Ultra cars
Characters:
* Drivers: fixed meshes arms export/skinning issue

Posted

Build 450 (18/4/13, Senior Manager)
Render:
* DX11 R16G16 and R32G32 float support (fixed/added). Made R32G32 EDPF/ESPF names consistent (required for Exponential Variance Shadow Mapping support)
* Code to tell the FE to use higher res spot light shadows
* Xbox360 variation for generating light frustums
* Lights now create their own frustum showing their world space coverage
* Shadows viewports are now setup based on the number of shadows allowed. On PC there is new variable to specifiy higer res shadows. (this is currently disabled)
* New code for getting lights to render, code now uses frustum to frustum testing for better results. Shadow gather code now orders the shadows based on which is most prominant on screen. This is so we pick the best eight lights to use and also so we can use high res shadows if needed
* Added code to DebugRenderInterface that shows the frustums for visible lights and colours frustums for lights that are allowed cast shadows. (Accessable via TweakIT)
Shadows:
* Fix for shadow transition
Crowd Animation:
* Men binoculars idle + action
Vehicles:
* Fixed upside down normal maps on tire treads
* Pagani Zonda R: Motion ratios from CAD and other tweaks to work with that change. -A compound tire option added for it and the Gumpert
Tracks:
* Anhalt: Static emap positions checked
* Lakeville Raceway: Emmisive tweaks to racing school building

Build 449 (17/4/13, Senior Manager)
GUI:
* Fixes to allow toggle buttons to be set via applinks
Render:
* Added optional scaling of envmap based on specular texture alpha - this allows a greater range of real world materials to be emulated using a single game material
Camera Views:
* Edited new position for centre camera per car. Helmet is now visible in center camera (using high-res driver mesh). Toned down head rotation movement and fixed bone names in driver.cdp
Animations:
* Driver animations Formula Rookie: Alpha 2
* Racers: modified animation according to review changes
Physics:
* Lotus 98T: Changed to a 5-speed transmission for testing
* Lotus 49: Removed camber exploit. tweaked carcass with slightly softer springrate. Adjusted Long Shape stiffness and inclination stiffness to get the mix feeling right. Some slight setup changes
* BMW Z4 GT3: Slightly revised aero. New gearbox. Fixed tire diameters. Adjusted motion ratios to match CAD
Tracks:
* Lakeville Raceway: Merged new assets, increased contrast and reduced brightness, new textures for gas station, added Lamp Posts with flares to the scene

Build 448 (16/4/13, Manager+)
Common:
* Code so that we move the dynamic emap to the closest car in view when in the FE
* Initialise Animated Ads BArray and set it to use game pool. Add critical usage when registering physics Ads as that and update occurs on separate threads
Environment:
* Moving lensflares data to weather packs so they are loaded in when required. This is required as there is going to be alot more lensflare data coming
Shaders:
* USE_COLOURISATION implemented in ground shaders
Physics:
* Ford GT40: Removed camber exploit. Adjusted tire and chassis to suit. Created a new compound to work more convincingly with this car
* GUMPERT apollo S: Added 160kg, revised inertia and aero again
Tracks:
* Lakeville Raceway: Modified lights so junction boxes are lower
* Lakeville Raceway: New textures rev1, changed window lights to blue, improved tiling and resized to 512x512, added spotlight emmisive to texture

Build 447 (12/4/13, Team Member+)
Render:
* Adding new render state alphatest_phase1_nowrite this basically allows us to be able to render the clouds in phase1 to the phase1 rendertargets while not rendering to the depth buffer
* Code change so that all sharedrender structures use the same CRenderablesProcessorManager for rendering
Track Cameras:
* Move centre camera pos to end of enum to fix problems with configs using hardcoded numbers
Enivronment:
* Remove unnecessary initialised variable from WeatherForecast and replaced by BArray::IsInitialised
Debug Menu:
* Debug menu modifications to provide improved interaction with envmaps, including ability to modify LOD scale and LOD range, and to snapshot each individual env map. Also protected against NULL pointer crash when exiting race with env map display enabled
Physics:
* BMW M1: New compound to help this car feel more convincing. Chassis, gearing,setup changes to suit. Dropped inertia of the main chassis
* GUMPERT apollo: Updated some physics data from Sport Auto test
* Terrain materials: Testing a mix of high collision friction and resistance in gravel
Tracks:
* Heusden: static emap position updated
* Rouen: static emap position updated

Build 446 (12/4/13, Team Member+)
GUI:
* Fixed scroll bar visibility for short lists
* Added TimeOfDay text to GUIHelpers
Renderer:
* DX11 Support for Colour ShadowMap Targets - needed for experimental Exponential Shadow Map shaders
* Fix for Shadow Cascade seam issue (white box near/around the car bug). Also removed cascade scale-down - this improves the shadow shimmer in the mid to far distance
Tracks:
* Lakeville Raceway: Changed some logos
* Lakeville Raceway: New textures for Building01:
* Azure Circuit: Static emap position updated
* Bologna: Static emap positions updated
* Connecticut Hill: Static emap positions updated
Vehicles:
* Zakspeed Capri, BMW M1: Removed exploit for the. Readjusted the tyre carcass that both these cars share. Some setup adjustements to suit. Capri got the front motion ratios set to a more typical strut at .85. Changed the spring and shock values to match
* Caterham SP300R: fixed typo in cockpit exposure
* M3 GT4 and Boss 302R: wider spring tuning range to allow softer, street/track types of stiffness

Posted

Build 453 (23/4/13, Manager+)
Physics:
* FlashTread, first release
Bug Fixes:
* Fixed bug introduced during Fanatec SDK upgrade where incorrect variable was being dereferenced in a destructor
* Fixed the FOV issue on first race start
* Fix for compile error on xbox 360
* Fix lazy init for HUD text table container
Render:
* Code changes so Directional and Spotlight shadows use their own rendertargets. This is preparatory work for EVSM changes and to allow us to be able to filter each cascade thus helping with cascade bleeding and edges
Environment:
* New applinks for sun flares options
Audio:
* Adding new music tracks (not yet enabled in game)
Animation:
* New idle and action for tablet person
Vehicles:
* Ford Capri Group5: added the Top5 winning liveries + black rims
* Lotus 98T: Removed camber exploit. Adjusted inclination stiffness of tire crcass to suit
* Mitsubishi Lancer Evo X: Paint and glass UV done. Asymmetric details added. LODX model done
* Mitsubishi Lancer Evo X: Bumpers joints fixes
* Gumpert apollo S: Opened up radiators on default setup

*KNOWN ISSUES*
* Using boost on the Formula B and Caterham SP/300.R causes the game to crash
* Backfires on cars only fire once (and it's green).



Build 452 (22/4/13, Senior Manager)
Common:
* Extra guard so we don't shut a particle down 2 times
* Null pointer checks around PP interface
Environment:
* Additional lens flares added for when they become selectable in the FE
* sun_full - current one
* sun_minimal - just the main star and glow with a couple of very subtle secondary elements for some movement, probably wants to be default in cockpit and helmet view
* sun_subtle - subtler version of the full one with less secondary elements
* Sun_chroma - similar to old one but built with the new keyable setup and the chroma arcs now scale with angle
* Triangle secondary elements changed to pentagons also
Vehicles:
* BMW M3 E30: Alpha2 animations, Shifting animation still disabled: requires fix in car export
* Lotus 78: Removed camber exploit. Adjusted LongShapeStiffness and InclinationStiffness to suit change
* Ruf RGT-8: Wheels dds texture. New texture replacing placeholder texture
* Ruf RGT-8: brakedisc dds texture. New texture replacing placeholder texture

*KNOWN ISSUES*
* FOV settings are broken when starting a race (I've found a few restarts sometimes fixes this)
* Using boost on the Formula B and Caterham SP/300.R causes the game to crash
* New Fanatec SDK is sometimes causing a crash upon game exit


Build 451 (19/4/13, Team Member+)
Render:
* Code to match up the dynamic and static emap lod scalers. Fixes issue with lighting in FE
GUI:
* GraphicsConfig support for MaximumFrameLatency (save/load and GUI runtime hookup)
Environment:
* Triangles changed to pentagons on old flare secondary elements. needed for when we have selectable flares
Animations:
* Smartphone idle + action. New anims
Tracks:
* Bathurst: Added concrete stripe on left of pit exit ,added missing armco ends, adjusted road and kerbs as mentioned by Gustavo to increase the specular effect on roads and decrease it on kerbs
Vehicles:
* BMW M3 E30: Improvements to lights and light surrounds
* BMW M3 E30: Added projected light onto headlight surrounds
* BMW M1: Tweaked lights textures
* BMW M1: Removed damage from pop-up lights in CPIT and re-enabled light control functionality in LIGHTS material
* BMW M1: Added LODs, AO, damage and fixed bugs
* BMW M1: Added offsets to the pop-up lights to compensate for chassis damage
* BMW M1: Tweaked light textures slightly
* BMW M1: Added gear shift animation for leather boot
* Pagani Zonda R: Added approx. 35kg of fluid mass to the 1070kg dry weight
* Ford GT40 MKIV: Wheels dds texture - initial check in

Posted

Build 455 (25/4/13, Senior Manager)
Vehicle Options:
* Added Auto Start Engine Option
Render:
* DX11 - add direct Resolve method to Rendertarget class (used for resolving the whole shadowmap when using MSAA with EVSM)
Console:
* Fixed xbox 360 compile error in CHUDReputation where code was comparing a bool to a boolean
* Sorted out the pragma disabling __declspec(align()) so that it is specific to XBOX 360
* Fixed up 360 shadow code for new spot shadow interface
Scribe:
* Scripted Controller Detection (work-in-progress)
* Implemented new GUI Dialog helper (GUIOKCancelListDialog)
* Added new dialogs to detection script
* Advanced script detection flow
GUI:
* Added Auto Start Engine Option to GUITool data
Physics:
* Better seeds for the FlashTread/ModalCarcass combo
Shaders:
* Shader fixes for Colour Buffer shadow output path (required for EVSM path)
* VSM Blur shader updated for EVSM and DX11 compatibility. (Also removed Xbox 360/PS3 support from this shader since the technique will never be used on those platforms)
Vehicles:
* BMW M3 E30: temporary disabled gear to animation
* BMW M3 E30: hand position fixed
* Ariel Atoms (all 3): Removed camber exploit. Adjusted tire long shape and inclination stiffness mix to suit

Build 454 (24/4/13, Senior Manager)
Launcher:
* Bumped launcher version.
* Disable SSL certifikace checks
* Perform discovery over plain http instead of https
Environment:
* Code to allow us to have different sun flares based on wether we are inside or outside of the car
* Code so that the live edit varibales for the weahter system are not created untill requested
Championships:
* Added new RaceCalendar classes/files and hooked it into the Championships (optional). RaceCalendar groups RaceCalendarEvents in a way that's better for dealing with a calendar format, and includes functionality for sorting by date/time and getting all events on a specified date
Bug Fixes:
* Fix for back fires only kicking off once
* Fix for crash with trying to free backfire to wrong pool
* Fix for alpha issues
* Shader code changes to fix issues with trees and tree walls not matching up between the phases
GUI:
* Groundwork updates to race screens to show correct vehicle class logo and weather icon
* Sections added for LayoutDescription and VehicleDescription
* Remaining Vehicle Class logos added
* Mainmenu data changes for Interior and Exterior Cockpit Flares
Audio:
* Updated to balance out extra music in music.fdp
* Music updates with latest 3 tracks from recent trailers
Tracks:
* Lakeville Raceway: New Textures
Vehicles:
* Formula Gulf FG1000: Quick addition of FRookie mirrors to help with MP racing
* Ford Capri Group5: added 15 more liveries
* BAC Mono: Removed camber exploit. Applied diff numbers for the Hewland FTR from what we found in the F3 setup manuals

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