VELOCIPEDE Posted May 3, 2013 Posted May 3, 2013 Build 462 (3/5/13, Junior Member+)Bug Fixes:* Added protection to player flag check in MP session (Fixes MP issues)* Moved engine sounds on/off out of the car sounds on/off so that engine, turbo, transmission and exhaust sounds toggle along with the metric for the engine being started/stopped, so sounds now work in line with the physics engine changes* Fixed a race start issue where the exhaust sounds could bypass that and play. Also reset the car state fully on a restart to make sure the engine on/off state change was picked up properlyVehicles:* Mitsubishi Lancer: All exterior mapped&textured, new lights setup, some mesh updates, combined all glass materials, user flags checked/fixed etcBuild 461 (3/5/13, Junior Member+)Physics:* Ignition and engine start updates* Fix for testing whether to Auto Start Engine before reading the Driver Aid settings* Changed Auto Start to be 1 for Elite handling modes, should be 1 for all modes now* Tweaked thresholds for IsEngineRunning metricBase:* Padded BDbgString when not used to keep consistent size for use by loaded classes such BHashString on all platforms/configs, including 64 bit* Added static asserts to check expected sizes of BHashStrings and other basics types* Various updates to change crt string calls to Base abstracts including new BStrtok* Physics: Added overloads to pass in dest length for use with BStrtok abstracts* NetServices: Fixed a compile warning* Fix HRDF 64-bit type sizes and relocations* Added BStrtok abstractsGUI:* Added function register for heat haze toggleBug Fixes:* Fix for not fetching valid RaceModeInfo for multiplayer* Fixed incorrect script logic causing number of laps to always be 1Render:* Planar Reflections resolution is now linked to the envmap settings* Added optional scaling of envmap based on specular texture alpha (as used on basic.fx) to basic_windows.fxAudio:* Added gear wobble engine modulationReplays:* ReplaySaveLoad: Resurrected some old debug code to aid in finding invalid track/vehicle IDs* Replay: Added error then continue on an attempt to stop recording to an uninitialised sample buffer* cPhysicsReplay: Clear activated flag on Cleanup()Race Rules:* Enable RacingFlags to be displayed* Add display to 2d map* Add RacingFlagSettings.hrdf which contains parameters to alter flag behaviour* Add warning message to TextDB.btdb* Define RACEAPPCORE_RACING_FLAGS_ENABLED for Aries* Hookup gui code to display flag warnings* Enable conditional compilation of RacingFlags* Only display HUD warning when player is inside a flag section* Only run flag detection on host in multiplayer gamesShaders:* WIP Fog/Scattering Shader* Fixed PS3 shader compiler error in vehicles_basic_translucent.fxTracks:* Bathurst: Added leaves particle fx in some areasVehicles:* Mercedes SLS AMG: Applied WIP suspension geometry from the GT3 version until we get full reference* Ford Mustang Boss 302R: More performance balancing and applying data from Ford Racing* BMW M3 GT4: Reduced aero drag* Mercedes SLS GT3: Applied real numbers to gearbox* Mitsubishi Lancer Evo X: Normals/textures updatedBuild 460 (2/5/13, Senior Manager)Scribe:* Set Scribe IncludeRoot parameter to "$(MWL_ROOT)\Common"* Ensure IncludeRoot argument gets passed through to the script compiler* Add "$(MWL_ROOT)\Common" to C++ include path for all configs/platformsBase:* Fixed compilation on multiple platforms in order to check cross platform code* Added constructor to create a value-only hash stringAnimation: * Animation sequence player update returns status based on any active players. Fix x64 compiler warningCommon:* Set Warning as Error on missing configs* Fixed various compile issues* Set Warnings as Error on remaining lib configs that are missing it* Fixed up a number of warnings that had crept in* Fixed up some crt string calls to use Base abstractsReplays:* GameSetup: Make SetupRaceDetails() replay-aware* AppReplay: Add race mode ID and PreRaceSessionsAllowed flag to snapshot data* AppReplay: Increase snapshot data version number* AppReplay: Implement conversion of previous revision of snapshot dataRender:* Modified handling of mirror exclusions to use local player flag rather than per-participant flag - should fix the bug with opponents disappearing in the mirror when there are more than 20 or soGUI:* View Replay menu now placed within My Race LockerVehicles:* Mercedes SLS AMG: Changed runtime file naming, vehicle names and updated vehicle list* Mercedes SLS AMG: Added badges back in*KNOWN ISSUE* * Newly recorded replays will not load after being saved. (Should be fixed in the next build).Build 459 (1/5/13, Senior Manager)Bug Fixes:* Fix for multiplayer games launching with single-player settingsBase:* Fix for Live Edit components not calling their callback functors when data changed.* Changed code in GrowBuffer so that we pass in the capacity we wish to handle* Converted all game-mode specific code to script. Removed GameMode enum type and added game-wide support for GameMode hashes* Updates to LiveEdit command creation and TCPBuffer management. Components are now held in a small pool and each has a Creation Method instead of using new, ctor's are protected to avoid by passing the pool. The sending of data is nw thread safe, and can optionally be setup to be non-blocking and send on a separate worker threadGUI:* Fix to make selection one-time-only* Fixed compile error* Added 'SetSelected' to GUIListItemDataRender:* Stopped light detection from rejecting asymmetric light setups for reversing lights. Also added more internal debug reporting for use when analysing light detection errors* Remove dead code/references to D3DDISPLAYMODEAPI:* Further fix to LiveEdit API changesEnvironment:* Fix for SSE2 implementation of the blend colour cubes being backwardsAudio:* Support added for external gear soundsVehicles: * Mercedes SLS: Added Mercedes-Benz badges back in* Mercedes SLS GT3: WIP model added for physics testingBuild 458 (30/4/13, Manager+)GUI:* Added functionality to advance the calendar to the next date that contains events (and debug test code for it), and get a list of events on a given date that the player will be eligible for* Fixes audio screen being misdirected to the new view replays screenBug Fixes:* Fixed some runtime warnings for missing filesRender:* Fix for black dots in bonnet cam reflections on metallic cars (NaNs in frame-buffer)Vehicles:* Mercedes SLS: Added missing cockpit display texture* Ford Mustang Boss 302R: added approx 30kg of fluid weightBuild 457 (29/4/13, Team Member+)GUI:* Add default tyre as a valid option when toggling through them* Added weather icons to loading/ingame screens* Adding new 'view replays' screen - requries an art pass, but is fully functional* Added 'save replay' to post race screen* Setup screen fixed - mouse can now be used once again on sliders* GUI element added for flag notifications* Adjusted sizes to match for new bumper and trigger buttons on pcRender:* Fixed error in new reflection mapping shader setup which resulted in compile error on one particular combination of options* Moved track surface reflection code to shared header, and created new road dbv shader for proper normal mapping use* New mountain shader - for use on mountain skyrings where neededVehicles:* Ford Capri Group5: Some livery corrections/changesTracks:* Solitude Rennstrecke: New export
VELOCIPEDE Posted May 6, 2013 Posted May 6, 2013 Build 464 (6/5/13, Junior Member+)Bug Fixes:Build number and access level fix for patch 0463Build 463 (6/5/13, Junior Member+)Bug Fixes:Fix for the reported bug of muffled on-throttle engines. Reinstated the setting of the engine load parameter that had been removed when the gear wobble code was added, so only off-load sounds were being heard.
VELOCIPEDE Posted May 9, 2013 Posted May 9, 2013 Build 465 (8/5/13, Manager+)3rd Party/SDK:* add OculusRiftSDK 0.2.1Bug Fixes:* Fix for missing vehicles xml filesRaceInput:- Added missing Thrustmaster T500 F1 wheel case to IsWheel() logic.Physics:* Tires: FlashTread fix, tire.rg type mismatch fix (on flash)* Almagmated InitializeTireSystem tag label generation for tyres with the gui interfaces so the systems are aligned* Tyre setup updates:** Added indices access to tyre data** Get tyre setup entries directly from SETA tyre data** added available tire queries* For local player get the vehicle slot from the profile, so that tyre selection is picked up when set via the physics race setup interface.GUI:* Use wheel info to get front/rear tyre choice in setup screenRender:* Fixed PS3/360 compile errors* better verbose for mesh locators.* add RequestOculusRift method to DX9/DX11 renderers.* add -vr command-line option. (inform the renderer to use the Oculus SDK and the headset display if it is available)(the app plumbing so i can test the Oculus Rift stuff, while keeping the non VR rendering the same as before)* Add helper IsDisplayDeviceOculusRift() method to DX9/DX11 renderers* Oculus Rift Distortion with Chromatic Aberration shader implemented.* FogScatter shader fix + add to global shader buildAudio:* adding exhaust resonation wav to new Zonda R set* Added downshift multiplier for gear wobble.* updated Capri engine - now includes WIP gear wobble and delay by distance external sounds and enhanced camera pass by* switches on WIP gear Wobble* BMW M3 GT2 - adding WIP gear wobble and delay by distance effects. EQ tweaks to external sounds* delay by distance addition and EQ tweaks for externals* Zonda R - adding new engine set; adding Greg's new Zonda R soundsEnvironment:* New setting called HDRTunnel Exposure Factor. Reworked the HDR code to account for player having a helmet on but not being in a cockpit.* Added code to detect if a camera is in a tunnel or not. if in a tunnel it will apply HDRTunnel Exposure Factor to the hdr.If switching betwen being in and out of of a tunnel it will reset the hdr adaptation rate.* Fog/Scattering rendering runtime (fullscreen fog only atm)Tracks:* tracklight files for BathurstVehicles:* Mitsubishi Lancer:** tweaked bonnet/roof cameras + added missing texture;** Added CPIT windscreen, added wipers** Various fixes, Separated LODX/LODA exports, Wing mirrors are now detachable, updated tire setup, Added CPIT engine** New collision export* Ruf_RGT8: Tire and wheel LODs + AO* Mercedes SLS: fixed rearwing animation
VELOCIPEDE Posted May 14, 2013 Posted May 14, 2013 Build 469 (14/5/13, Team Member+)Physics:* Ruf RGT-8 & Mercedes SLS: Unlocked all setup options.* Tweaked the default tyre name search and removed compound tag search to increase tyre options* Set default tyre index to -1* Present tyre name rather than tags to the createTire SETA system for default tyres* Adjusted player only slipstream effect back to 1.0 from 4.0* Tires: improvement of speed of tagging calls, anti-LSS optionsBase/Tools:* BLiveEditManager/LiveEditTools Camera Editor updates standard gizmos in and camera object manipulationAppCore:* Collect light instances post track load and register with environment animation system. Enable environment animations for locatable instances.* Render tasks to allow visualisation of editing cameras point of view..* Restore switch from PostAdvanceSession to InGame stateAudio:* Fix for missing environment sounds. When RaceAppCore changes were made, an Init call had been missed out and so handles weren't getting updatedScripting:* Updated game mode scripts, so now all game mode queries are obtained from GameSetup.GUI:* Fixes for list scrolling in edge cases* Patch to avoid crash on bad mFrame2* Fix for GUIQuad::SetColour so that it uses GUIQUADFLAG_CloneHasOwnRGB and GUIQUADFLAG_CloneHasOwnAlpha instead of GUITEXTFLAG_CloneHasOwnRGB and GUITEXTFLAG_CloneHasOwnAlpha.Vehicles:* Caterham SP300R: Fixed cockpit exposure value.Build 468 (13/5/13, Senior Manager)Tools:* TranslateIt1. Added ability to Export Translations2. Improved validation when making changes to the text.3. Improved HoverTip functionality and clicking to edit cells.4. Added more interfaces to the VersionControl.Render:* add low-level renderer class for Oculus Rift - includes full device initialisation/shutdown, stereo utils and distortion rendering helpers.* WIP High level graphics engine distortion rendering and base class for App-side Oculus Rift supportAnimation:* Add support for animation script variable random values.* Add support for animation script variable random values.Build 467 (10/5/13, Team Members+)Base:* BLiveEditManager: - Added memtrace to components memory pool.Multiplayer:* Updated multiplayer to handle scripted game modesPhysics:* Tires: reorganized tire records and added tags for swapping.GUI:* Fixes to dialog list display, reduced popup timerAudio:* Zonda R - Revert broken wip engine sounds, add gear wobbleTracks:* All TRDs updated with appropriate XLastID numbers.* Reduntant TRD File no longer in use in the project - removed as part of a data cleanup* Bathurst Lights Converted to Viewer Assets* Added missing emmissive controlmap textureBuild 466 (9/5/13, Senior Manager)3rd Party/SDK:* add OculusRiftSDK to App.env.propsBase:* Updates for building 64 bit configs* Removed obsolete string support function that was causing problems in 64 bit* Set platform exclusion correctly for BScanf.cppPhysics:* BMW M3 GT4: Increased steering lock to 30 degrees.GUI:* Fixes for lists to clear their empty data when created to avoid a screen flash. Also for dialogs to udpate in their first active tick, to alolow the list wipe to happen.* Fixed bad alpha settings for list item textures* fixes scaling issue with list items* Adding text DB support to inventoryAudio:* adding exhaust resonation wav to new Zonda R set* Zonda R edf and csd audio changes to amplitude, idle speed and starter timings.Tracks:* Bathurst -removed spotlight poles and lighting assets to be moved to viewer placed assetsKNOWN ISSUES: Zonda R engine audioBuild 465 (8/5/13, Manager+)3rd Party/SDK:* add OculusRiftSDK 0.2.1Bug Fixes:* Fix for missing vehicles xml filesRaceInput:- Added missing Thrustmaster T500 F1 wheel case to IsWheel() logic.Physics:* Tires: FlashTread fix, tire.rg type mismatch fix (on flash)* Almagmated InitializeTireSystem tag label generation for tyres with the gui interfaces so the systems are aligned* Tyre setup updates:** Added indices access to tyre data** Get tyre setup entries directly from SETA tyre data** added available tire queries* For local player get the vehicle slot from the profile, so that tyre selection is picked up when set via the physics race setup interface.GUI:* Use wheel info to get front/rear tyre choice in setup screenRender:* Fixed PS3/360 compile errors* better verbose for mesh locators.* add RequestOculusRift method to DX9/DX11 renderers.* add -vr command-line option. (inform the renderer to use the Oculus SDK and the headset display if it is available)(the app plumbing so i can test the Oculus Rift stuff, while keeping the non VR rendering the same as before)* Add helper IsDisplayDeviceOculusRift() method to DX9/DX11 renderers* Oculus Rift Distortion with Chromatic Aberration shader implemented.* FogScatter shader fix + add to global shader buildAudio:* adding exhaust resonation wav to new Zonda R set* Added downshift multiplier for gear wobble.* updated Capri engine - now includes WIP gear wobble and delay by distance external sounds and enhanced camera pass by* switches on WIP gear Wobble* BMW M3 GT2 - adding WIP gear wobble and delay by distance effects. EQ tweaks to external sounds* delay by distance addition and EQ tweaks for externals* Zonda R - adding new engine set; adding Greg's new Zonda R soundsEnvironment:* New setting called HDRTunnel Exposure Factor. Reworked the HDR code to account for player having a helmet on but not being in a cockpit.* Added code to detect if a camera is in a tunnel or not. if in a tunnel it will apply HDRTunnel Exposure Factor to the hdr.If switching betwen being in and out of of a tunnel it will reset the hdr adaptation rate.* Fog/Scattering rendering runtime (fullscreen fog only atm)Tracks:* tracklight files for BathurstVehicles:* Mitsubishi Lancer:** tweaked bonnet/roof cameras + added missing texture;** Added CPIT windscreen, added wipers** Various fixes, Separated LODX/LODA exports, Wing mirrors are now detachable, updated tire setup, Added CPIT engine** New collision export* Ruf_RGT8: Tire and wheel LODs + AO* Mercedes SLS: fixed rearwing animation
VELOCIPEDE Posted May 22, 2013 Posted May 22, 2013 Build 477 (22/5/13, SM)Base:* Fixed a bug that caused stale threads to still collect messages sent to its queue, resulting in memory leak/fragmentationPhysics:* AIW file for Northampton classic first revisionRender:* Removed legacy shadow depth format support - saves approximately 20MB of memory with the appropriating shader combinations changeGUI:* northampton classic related GUI filesTools:* TranslateIt1.Basic importing of trasnlations.2. Improvements to UI Lists to allow expandable items to any depth and to visually show an item as items to expand.Tracks:* northampton classic related trackfiles; added the track to teh game* fixed material errors lod distances skyring fixed added track related stuff to p4Build 476 (21/5/13, M+)Physics:* BMW M3 GT4: Repositioned tires to correct track width. Tests on both brake and engine wear. Revised front suspension geometry.* Tires: heat model, although not completely connected to hdvehicle yetGUI:* Added accessors for in-place modification of list contentsAudio:* adding Greg's new external WIP gear change sounds for testing* GameAudioSettings.xml unlocked for Greg's updatesTools:* TweakIt - Added new mouse cursorsVehicles:* BMW_M3_GT4: Narrowed tires and repositioned for correct track width* BMW M3 E30: fixed selection sets, separated LODX/LODA/CPIT meshes, started CPIT mesh reduction, various fixesBuild 474/475 (17/5/13, TM+)GUI:* Fixes for grid out-of-sight selected items* Rewrite of list grid scrollingsTools:* TweakIt - Camera Editor now available to TM+.Vehicles:* BMW M3 E30: Calibrated gauges* BMW M3 E30: Fully textured cockpit* Pirault_mega_sr. Animation files. Animation files initial checkin.* BMW M3 E30 Group A: Cockpit DDS texture - All new texture. Initial check in.* BMW M3 E30 Group A: Steering wheel DDS texture* Updated Windows, Windscreen materials. Created all new CPIT/LODA/B wipers. Fixed CPIT animations. Wipers animation CPIT/LODA/B added. Wipers mask added. Fixed issues on uv3 body/Boot glass mapping LODC. Fixed LODC Glassblacks parts that were using misc material.Build 472 (17/5/13, Senior Manager)Tools/Script:* Removed shader warnings when legacy shaders no longer match temp stored infoAnimation:* Driver anims alpha 2: bmw m3 gt4Audio:* Increased the maximum level reverbs to match the tracks better.AppSupport:* Add loading and unload of in-race textures, fixes radio display.
VELOCIPEDE Posted May 24, 2013 Posted May 24, 2013 Build 480 (24/5/13, Team Member+)Audio: * Set AI volume to zero to temp cure audio corruption issue until Stuart can trouble shootShaders:* Disabled motion blur for drivers materialsTracks:* Northampton Classic: Fixed nasty pop up of track/terrain part* Northampton Classic: Added track Hud map* Northampton Classic: Added raceline* Northampton Classic: Added autograss and tracklightsVehicles:* Pagani Zonda R: Stiffer roll bars on Ben's feedback, tuned engine and brake heating/wear, temporary increase in tire pressure until an STM heating model is done* Formula Gulf FG1000: Revised setup on petrolhd's initial feedbackKNOWN ISSUES: We have disabled the AI sound to make it bearable to do races with more than 7 AI.Build 479 (23/5/13, SM)Audio:* The GameAudioSettings now provide us with more volume headroom to allow a greater dynamic range.* Implement Zonda R engine set with new dynamic amplitude, new _Ext gear shift and distance based filter (occulsion) and reverb and added more bass to lower RPM range and fattened up the thin sounding exterior high rpm samples.* Remix ALL cars and every sonic event in the CSD files to suit new dynamic.* Create new external gear shift sounds in a new category called Gt1, which requires further code support to get it working correctly.* Added the Zonda R Ai engine and remixed the Ai engine volume globally.* Further tweak of the thin sounding Zonda R exterior onhigh sample.AppSupport:* Moved 'fill loadout ' functions to GUI helper to share with loading screen* Added 'slotType' to filter dataRender:* Build Script changes to create separate ShadersDX9.bff and ShadersDX11.bff pakfiles. Game App now loads ShadersDX11.bff or ShadersDX9.bff dependent on the DirectX version. (saves around 70MB of memory! also improves boot-time)* remove ATI_SHADOWS from shader compiler combinationsGUI:* Small fixes for list item update* Adds callback ability to list item 'fill' callsTracks:* Bathurst -fixed texture seam -fixed exclusion map which had issues rendering grass in later part of the track -fixed collision issue at end of the track on right side of the track as reported on forum* fixed grassocclusion at Bathurst* rebranded adverts around track with temp textures at Northampton classic
VELOCIPEDE Posted May 28, 2013 Posted May 28, 2013 Build 481 (28/5/13, Manager+)GUI Tool:* Added 'select next/prev list option' result* Fixed new GUITool compile errorsEnvironment:* Enviroment system now uses custom object pools for the weather cycle timeline components.. this reduces the number of allocs required by the enviroment system alotTracks:* Northampton Classic: Textures update* Northampton Classic: Adding cameras /marbles tweaked grass settings/ added skids/ fixed lod popups / added wetroad fx to main road at Northampton classicBuild 480 (24/5/13, Team Member+)Audio: * Set AI volume to zero to temp cure audio corruption issue until Stuart can trouble shootShaders:* Disabled motion blur for drivers materialsTracks:* Northampton Classic: Fixed nasty pop up of track/terrain part* Northampton Classic: Added track Hud map* Northampton Classic: Added raceline* Northampton Classic: Added autograss and tracklightsVehicles:* Pagani Zonda R: Stiffer roll bars on Ben's feedback, tuned engine and brake heating/wear, temporary increase in tire pressure until an STM heating model is done* Formula Gulf FG1000: Revised setup on petrolhd's initial feedback
VELOCIPEDE Posted May 31, 2013 Posted May 31, 2013 Build 484 (31/5/13, Team Member+)Render:* x64 configurations now compiles cleanly* DX11 fix for depricated 16bit texture formats loading bug* Fixed 64 bit pointer warnings and depracated string warnings* Enabled 64 bit config. Excluded OculusRift cpp from PS3 configs* Fixed Oculus Rift VS props so that it displays properly in the Property ManagerBug Fixes:* Fix for online being stuck in a restart loop when pressing "Advance"* Fixed the problem with the distorting AI engine sounds (now re-enabled) by changing how it recycles the instances (distance rather than volume-based), and fixed an issue with glitching during transitionsGUI:* Fixed quad visibility applinkBase:* Added PCH support* Fixed options/settings* Fixed warnings/errors reported by WiiU compiler* Added ResetTickEvent to gManager* Call ResetTickEvent automatically when either AutoDeactivateManagers, EnterGameMode or LeaveGameMode is called* OculusRift removed from 64 bit configEnvironment:* Code to generate air pressure (pa) and altitude base air temp based on altitude of the track. Also added hooks so we can provide the altitude of a track via its trdGame Modes:* Race weekend enabled in Front-End* Basically, now all the Quick Race game mode menu options are now working-Quick race mode, is now Race Weekend mode.-Re-enabled the TwoRaceFormat menu option-Fixed a bug in the Custom Race GUI handler, so now the correct game mode options are enabled on first-time into the menu-Fixed a bug in the number of laps being overridden by the previous sessions-Fixed a round-tripping bug where the current session index wasn't being reset across seperate gamesPhysics:* Tires: Adjustments to both FlashTread and ModalCarcass improving inclination (camber) behaviorReplays:* Missing file from previous replay-fix addedTracks:* Azure Circuit: Added new Andreas sea/water,added bg mountain/remapped and retextured the terrain above the rascasse/saintdevote, added new cruiseship+new building from James, fixed few things here and there* Azure Circuit: Initial trackside cameras and raceline addedVehicles:* BAC Mono: fixed up center camera position* Ford Mustang Boss 302R: fixed steering sync on temporary driver anims* Pirault Mega: Minor fix on CPIT body meshes* Pirault Mega: Added LODA roof/windscreen to CPIT body, fixed minor issues* RUF RGT: Fixing legacy issues in AI engine sound to put it in the correct sound category and misc settings* Gumpert Apollo: Fixed LODs A and B wheel nuts colors (different left and right)* Gumpert Apollo: LODC update. Some basic detailing added* Pagani Huayra: Minor collision joints update* Pagani Huayra: Needles instruments calibratedBuild 483 (30/5/13, Senior Manager)Oculus Rift:* Fixed Oculus Rift VS props so that it displays properly in the Property Manager* Add IPD (interpupillary distance) setting to low level OculusRift initialisation* Add OculusRift helper class to GraphicsEngine vcxproj/filters/include* Add OculusRift SDK 0.2.2Base:* Removed warnings as errors option from Test app due to it being test code, some of which checks that warnings are reported correctly* Made BThreadCurrID visible to critical module for use by re-entrant crit* Fixed Base Test PC configs. Added Oculus Rift pathsReplays:* Increased file size limit to 1Gb* Fix for incorrectly adjusted from/to timestamps on event buffers* Increased capacity of central event buffer* Prevent event and sample meta-buffers from attempting to advance the look-ahead buffer head past the end of the recorded stream* Fixed a couple of debug text buffer overrunsPhysics:* Loose Objects: Increase capacity of event data replay bufferRender:* Renderer fix (OCR exclusions) to fix Xbox 360 compilationEnvironment:* WTC file updates including low layer cloud fade out for conditions that don't use these types of cloud and keyframes for the water emap and spec factors so that it doesn't glow so much at night* Ocean and sky ring shaders using new tweakersBuild 482 (29/5/13, Senior Manager)GUI:* Added 'time of day' icons and text applinks for loading and in-race screens (not yet in game)* TimeOfDay quad added to relevant screens ready for new icon to appear (needs applink)* Updated weather icons and new time of day icons* Updated console button iconsBase:* Fix for unintentional removal of live update data being sent out to TweakIt* Fix for SimApp / apps not using Input caused by LiveEdit, also adds PS3 Unity files for latest editor code* Fix LiveEditTool vcproj file so that DirectX includes are added* Camera Editor, LiveEdit updates and TweakIt code updates* Added creation tools for all camera object types* Added auto live update for selected single objects to give better feedback* Sorted out editing of spline nodes in the tool UI* Added support for proper key code values back to game and added delete functionality for selected objects* Added reference assignment/removal using reference selection via a new dialog to make editing easierEnvironment:* Particles respawning improvements for better view-fill capability mostly needed for snow support due to snow lower fall speed. This CL needs latest Effects/Particles/Textures/Weather/raindrop.ddsRenderer:* Oculus Rift WIP (more low level plumbing)* New DX11 texture loader - this is to fix the long standing purple texture/cracked glass bug and also reduces the current peak system memory usage caused by a workaround to defer the release of intermediate d3d textures* Don't render the Landscape in the dummy environment map - because the landscape rendering would then use itself(!) since it uses an envmap (This caused occasional reflection corruption on Azure Circuit)* Add DUMMY ENVMAP visualisation to F1 debug menu* Modified thin client mip-skipping option to make it more usefulShaders:* Improved Water shaders (sea/riverbed transmission, fixed reflections plus global light level scaling)Tracks:* Northampton Classic: Interior textures, added viewer spotlights, added new skyring added wetroad fx to kerbs added night spotlights
VELOCIPEDE Posted June 4, 2013 Posted June 4, 2013 Build 486 (4/6/13, Manager+)Environment: * Fix for conditions not fully cleaning up their anim pools when connected to tweakitGraphics Engine:* Disabling mesh locator logging* Fix for mesh locators giving out the incorrect texcoord v valueReplays:* Reduced compression levels for position and quaternion in _CompressedVehiclePacket used in replay systems (increases overall packet by 8 bytes from 48 to 56 bytesPhysics:* Tires: added exaggerated wear to FB test tire* Lotus 49: New modal carcass added, but still using older scrub tread. No luck getting this car to handle properly with the flash tread yet* Lotus 78: First pass on new Modal Carcass/Flash tread tire for public testingAudio:* External gear sounds now positioned properly. Gear change logic altered to fix GearUp sound not being triggered correctly, seemingly due to a change in how neutral is passed in via metrics. Removed a gear change glitch on Reset due to stale metrics appearing after an audio reset* New F1 incar and external backfires, splutters and gearshift sounds. Events are tagged as "Formula" for use withall high powered high revving engines and open wheelers* New incar and external GT and General backfires, splutters and gearshift sounds for high powered race cars* Added gear wobble to the Caterham R500Base:* Destroy physics manager on exit before Base is destroyedBuild 485 (3/6/13, Senior Manager)GUI:* Added some ctrl-D tire info* Add GUI volumetric throttle sliders (brakemapping & restrictor) to global tuning tabRenderer:* Fix for DX11 track loading crashes at Eifelwald, Sakitto, and Test TrackBase:* Added optional inclusion of LiveEdit using preprocessor define MWL_BASE_LIVEEDIT_ENABLED* Fix for live edit component access in BaseTestConsole:* Now fully compiles and links with stubs in all WiiU config* Tweaked default settings for various WiiU configsPhysics: * Add HRDF versioning to driver files and downgrade to warnings when mismatched loadShaders:* Modified basic windows shader to prevent negative emissive control values causing visual bugsTracks:* Azure Circuit: Added latest James asset and patches manholes crack seams from tobac to rascassVehicles:* Mercedes SLS: New wheel textures
VELOCIPEDE Posted June 14, 2013 Posted June 14, 2013 Build 493 (13/6/13, Senior Manager)Gear Ratios:* Limit gear ratios in GUI to obey restrictionsPhysics: * Removed restrictions on allowable gear ratios* Display gear ratios in GUI direct from physics data* Removed allowable gear ranges from all vehicles* Ariel Atom 3, Ariel Atom V8 - New Modal carcass and flash tread tyres. Some setup, brake balance and engine map tweaking for the new volumetric throttle* Caterham R500, Caterham Classic. New Modal carcass and Flash tread. Has wear and heating enable. Also increased wear on the previous tires released last week for more effectConsoles:* Wii U Audio library compilation fixes* First draft of WiiU Thread module* Split thread defs headers into per platform versions for easier management* Updated legacy debug calls to current BDbg macros* Added missing memcpy wrap file from previous CL* Minor fix for last Wii U checkin with TrackList EntityList* WiiU RaceAppCore library compilation fixes and stubs* WiiU GamePhysics warning fixes* WiiU GUI library compilation fixesRender:* Fixed Lazy init in graph rendering code* New mip-skipping and LOD distance-scaling handling, and modified system performance estimation* Changes to renderer for skipping mips, scaling distances used for LODs and furstum far planes etc, for use by performance modificationsRace Weekend:* Storing current session number after it's been pre-incremented, for accurate session restoringCamera:* Converted an asm break into a platform agnostic Base one, to fix a warning when building as 64 bitGUI:* Spotify logo re-added, unavailable buttons on Lobby screen now have disabled state, Damage on/off removed from Gameplay menu (now available in every Settings screen)Vehicles:* Ford Focus RS: New export, no changes (last export zip was missing cockpit export)Tracks:* Fort Felix: Renamed to Bannochbrae * Bannochbrae: Track layouts for 1, 2, and 3 added* Azure Circuit: Updated bushes on the curved stepped white wall, anthony noghes turn, AIW.temp set agroove to 0 from wp 430 445 to avoid this issue http://forum.wmdportal.com/showthrea...l=1#post483790ISSUES: * Gearing might/will be odd (short) on cars with default setup. As a workaround one can save even unedited setup for the gear ratios to normaliseBuild 492 (12/6/13, Senior Manager)WiiU:* WiiU GamePhysics library compilation fixes* WiiU AppInput library compilation fixes* WiiU Campaign library compilation fixes* WiiU Environment library compilation fixes* WiiU GraphicsEngine library compilation fixes/some stubs for livery texture paths* WiiU AI vcxproj / AI library compilation fixes* WiiU TextDatabase library compilation fixes* WiiU SaveGame library compilation fixes* WiiU Effects library compilation fixes* WiiU Animation and Animation Toolkit library compilation fixes* WiiU Camera library compilation fixes* WiiU Replay library compilation fixes* WiiU Scribe library compilation fixes* WiiU configs added to main solution. Add WiiU debug,release and gold configs to all the project libraries with appropriate property sheets setup* WiiU add App env props* WiiU Rendering Structure/Shell vcxproj + BaseTest solutionSteam:* Switched to Steamworks version 1.23a.* Enabled Steam support in Aries. Implemented optional Steam-based authentication* If Steam client is running, and the user is allowed to run the Steam build Project CARS, the Steam authentication details are sent to the server in addition to Forum login details. If Steam is not running or the user is not allowed to run Steam version of Project CARS, the game behaves in exactly the same way as before.GUI:* Changes button activation notification to happen on all forms of 'button on' actions* Quick fix for list-in-list setting selection styleBink:* Added Bink and Bink2 v1.990c evaluation versions* Bink: WiiU & PS4* Bink2: PC & PS4Tracks:* Fort Felix: XML files viewer objects* Azure Coast: Marina Lights added, added latest from james+fixed some gaps around the swimming pool+rascasse area+added missing bs polys to avoid issues with shadows when the sun is in very low positionBuild 491 (11/6/13, Manager+)GUI:* Added session name to Pause Screen, and Race Overview Screen* Fixed main menu bug which meant you could resume session from the Practice screens* Fixed another main menu bug which meant the resume session button wasn't active after playing practice* Fixed a bug which meant session saves were wiped if you played practice modeWinGLSDK:* Updated win gl to April 2012. Now includes 64 bit bin (DLL) and lib files. Cleaned out all unused filesFree Camera:* Free camera initialisation changed to inherit far z limit from current view camera, to fix cases where switching to free cam resulted in odd popping of distant geometrySteam:* Disabled "conditional expression is constant" warnings generated from Steam callback templates* Added Steam version 1.23aRender:* Particles update moved to renderer thred to avoid rendering of one particles state in two renderer frames. Rain rendering in car mirrors. GLBF_DontRenderInMain flag addedReplay:* Moved all wheel based replay values to one bitmap* Reduce range of wheel y movement captured to 25%* Decrease brake glow compression by 1 bit* Decrease wheel slip speed by 1 bit* Increase wheel y by 2 bitsPhysics:* Ford Capri, BMW M1. New tire model Modal carcass + Flash tread including wear and heating. Some brake map adjustments to the CapriTracks:* Azure Circuit: Moved free practice start to 1st garage, fixed mountain trees from James, added latest stuff from james, new emm dist building+new bg mountain/ from andrea, new rascasse hill with fixed stuff on it, walls-buildings, and new fountain/stairsBuild 490 (10/6/13, Senior Manager)Render:* DS6X runtime support (+ some Occulus init/shutdown code)* DX6X support for Renderer and Appsupport* Occulus Rift WIP (Manager class)* Oculus Rift Distortion Shader quad rendering co-ords fix* Add DS6X AA method (MainMenu GUI links and HDRMethods_Combine shader update)Console:* WiiU CRenderer stubbed implementation* WiiU CShader stubs/WIP* WiiU CTexture Class stubs/WIP* WiiU CRenderTarget Stubs/WIP* WiiU CLight full implementation.* WiiU DOF/HDR/PP and SSAO stubs* WiiU MeshPrimitive/Type stubs/WIP* WiiU RenderThread Stubs/WIP* Common Abstraction WiiU warning fixes* Split internal async defs headers into per platform version for easier maintenance* WiiU: Filled BEvent stubs* WiiU: Filled some thread helper stubs: GetCurrThreadName, BSleep, BThreadCurrIDReplay:* Guard against SetStartPlaybackSkipToTime() being called during playbackPlug ins:* Uploaded version 1.7.1.0Physics:* Waypoint pointer in 64 bit formatEnvironment:* WTC edit. Clear 4 changed to a version of clear 2 with more sun in emap to sumulate bounced sun light* WTC tweaks to clear 3 (less yellow sun) and clear 2 (upped ambient)Tracks:* Fort Felix: TRD and AIW filesVehicles:* Ford Capri Group5: Textured CPIT setup for export, separated LODX/CPIT meshes* Ford Capri Group5: Calibrated gauges, setup for gearstick, cockpit glow texture improved, added LODX supportBuild 489 (7/6/13, Junior Member+)Base:* Updated BXmlNode to provide access to arbitrary user data* Added BDbgFatalNoReturn. Which is a version of BDbgFatal with the platform no return specifierConsole:* WiiU CParticleMeshPrimitive/Type stubs/WIP* WiiU RenderContext stubs* WiiU COcclusionQuery stubs* WiiU CMaterial implementation.* WiiU CInstancedMeshPrimitive/Type stubs/WIP* WiiU CLightweightMeshPrimitive/Type stubs/WIP* WiiU implemented full primitive utility function set* WiiU CSharedDynamicVertex and Index Buffer stubs* WiiU CShadowControl implemented* WiiU misc Renderer classes compile/stubs (CScreenShot/CTracker/CVideo)* WiiU CRenderer/RenderThread base headers (stripped down from DX11)* WiiU CGenInstancingPlatformHelper added* WiiU CDebugProvider/CDebugMetrics added* WiiU CDebugBatch Line/Quad/Text added. (probably should make this cross-platform at some point since the code is the same on all targets)* WiiU Viewport class implementation* WiiU add MEM1 allocator (derived from 360 Write Combining/PS3 VRAM allocator class)* WIIU CCamera Class implementation (derived from PS3 version which was a good match)* WiiU Base Renderer Abstraction Compilation Fixes/ShadowControlBase implementation* WiiU Debug Lines/Quads/Text Primitive/PrimitiveType stubsRace weekend: * Session saving & restoringDebug menu:* Enabled extra controls in debug menu for displaying average luminance valuePhysics:* Pass dynamic live air pressure values to physics systems* Vehicle dynamics updates:* Volumetric throttle modelling* Tweakers for throttle response* Non-gold csv export of brakemapping and torque volumetric data* New algorithm for engine load used by audio systems* Adjustable brake mapping and restrictor plates* Ambient pressure considered as part of throttle response* Per vehicle EDF updates to use new systems* Updated switch from loading state to race to proceed physics sync immediatelyEnvironment:* Added controls to allow us to be able to scale the lighting on vehicles* Added 15 percent saturation to clear 3 with new colour cube* Clear 03 yellow sun tint reduced a touch* Clear 02 emap boost/ambient reduced so that it can be compared to higher value in clear 05* Clear 3 sun colour test, has more yellow hued sun in the day* WTC updates so that sunny and medium cloud conditions have brighter sun, more tone mapping adjustment, more blue sheen at midday and several other tweaks for daytime lightingReplays:* Updated participant snapshot version number. Should fix EOR replaysShaders:* Shader changes to take into account new scalers for vehicle lightingAudio:* Got a lot further with the distant echo, amplitude rolloff and LPF occlusion for the the external engines, backfires, splutters and gearshift sounds of the 4 testbed cars (Caterham R500, Zonda R, Formula A and Capri Group 5). I've also done a quick pass on the engine dynamics in an attempt to create a more realistic ramp in volume and engine loads. The Capri Group 5 engine no longer has the weird popping sound like its misfiringGUI:* New icon for Edit HUDTracks:* Northampton Classic: New road and runoff materials, reworked pit buildings and stands, added grass tufts to runoff area* Azure Circuit: Moved first garage position to fixed damaging the car on load, added more road patches, seams, improved road textures a bit, back to high rez version of the main road texture and fixed alpha channel, darkened a bit whitelines, created new diving board+added slide and stair/rails to it* All Track TRDs: Added Altitude data for all track TRDs* Added new track.... Fort Felix Vehicles:* Mercedes SLS GT3: Added placeholder lights and mirrors* Ford Mustang Boss: Added placeholder lights and mirrors* Lotus 98T: New modal carcass and Flash tread. Enabled some wear and heating for public testing. Not sure amounts as I'm doing it mostly by feel. Lotus 78 - same caracass and flash changes as the 98T. also has wear and heating enabled
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