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Requisiti minimi e info utili + Build notes


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Posted

Build 496 (18/6/13, Manager+)
AI:
* Added basic support for AI telemetry
Options:
* Adding an option for helmet blur.. by default dof is on
Physics:
* Lotus 78, Lotus 98T, Cqapri GR5. New tires based off the curb fix casey dicoveed. Not using as much and blendin more conservatively with the other stick factors. Definitley works better overall. Better throttle steer on all three cars. Also all three cars got some top speed/gearing tweaks along with some aero/chassis balance changes. The 78 got a downforce reduction along with pitching the main underbody downforce forward for a more nimble on the edge feel
Audio:
* Dropped all car category volumes by 30% to see if that fixes the distortion some members are getting with their soundcards
Shaders:
* Modified new_ground shaders to improve handling of normal mapping - this allows the artist to select a new option "Detail UVs from UV1?" which ensures that the normal map direction is correct in cases which previously were using another channel. Further work remains to be done on the transition version

Build 495 (17/6/13, Senior Manager)
Ignition:
* Added engine off when ignition off with new volumetric throttle system
Physics:
* Physics material update to sort out index problem with material pool materials
GUI:
* Added gui handler for career calendar, applinks, appfuncs and updated main menu gui file
WiiU:
* Mapped some WiiU FS error codes to Base types
* Added basic file loading support. Currently sync only and not all code paths but main Load works
* Added BFile WiiU specific helpers for managing FSCmdBlocks between multiple file ops
* Added support for platform specific sub-calls from BFile ctor/dtor
* Updated legacy debug calls to current BDbg macros
* Set default memory alignment on WiiU to be 64 bytes due to FS_IO_BUFFER_ALIGN requirement
Damage:
* Updated support for reset of damaged vehicle components:
* on reset of damaged vehicle components, mounting back demounted components is optional
* when single wheel is repaired, it is reattached in vehicle physics along with vehicle visuals
* impact pieces are not spawned for component, which has been reattached immediately after detach
* reattach of flapping component does not require the component to be completely detached first
Render:
* DX11 fix for darkened rendering when SSAO is turned off
* Fix DX9 debug metrics primitive count
* DX9 early Pre-Resolve primitive submission optimisation
Tracks:
* Bannochbrae: New exports

Build 494 (14/6/13, Team Member+)
Cameras:
* Changing default values for look to apex etc
* Adding in dof effect for helmet camera when moving at speed and going into apex
Race Weekend:
* Implemented global session timer for practice, qualification, and warmup races
* Fixed black background screen when going into the race overview screen for the first time
* Implemented Autopilot throughout the game, except for the Online menu option where it can be disabled
* Implemented variable session durations (changable via a FE menu option) for practice1&2, qualification and warmup
* Turned the Save button on for all sessions, but specifically disabling it for the final session in sequence
* Fixed scripting bug which meant the sessions wouldn't save if being played from Practice1
Physics:
* Moved ResetGarage systems earlier so not to overwrite user changes
* Reset setup and gear numbers to default on vehicle initialisation
* Default final gearing set correctly when no setup created
* Write gear ratios (left/right) as well as fraction to GetCurrentDisplayValue if requested
* Added GetCurrentDisplayValue left and right outputs for gear ratio reading
* Fixes using final drive to limit other gears
* Tires: New modal+flash GT tires and many optional tires added for other cars
Audio:
* Looping sounds can now be keyed off
* EXTERNAL GEARSHIFTS - New batches of external gear shift sounds and events for the categories Race and GTRace
* Rationalising current Backfires/Splutter content for the exhaust events. The aim is to make these sound more like they are part of the engine - and - work well with the new external gear shift sounds
WiiU:
* WiiU Net OneSock compilation fixes/rough and ready socket implementation
* Updated BString/BDbgString vsnprintf usage to a safer cross platform handling of the va_list
* WiiU: w-i-p updates to File Module
* WiiU: Added Application Data device handler
* WiiU: Added internal manager support for device clients and centralised file operation command block support
* WiiU fix for Environment Timeline pre-linker errors
* Updated default props for WiiU configs. Added solution name to PCH default folder. Set Linker 'Link Once Template Instantiation" to default On
* Added support for WiiU to HRDF Compiler
* Increased command line length limit to 8191 from 256
* WiiU Main project now builds!
* WiiU VideoCapture Library compilation fixes.
* WiiU RaceInput library compilation fixes/stubs
GUI:
* All-new in-game telemetry
Tracks:
* Bathurst: Optimisation improvements - adding LODs, occluders, and optimising existing objects
* Azure Circuit: Deleted sea mesh under the ground, updated csm, added 2more 3d armco ends
* Northampton Classic: Reworked all tribunes and grandstands, reworked area around the bridge so the dip is removed, fixed CSM issues,
Vehicles:
* BAC Mono: revised engine braking for new throttle system
* M3 GT4, M3 GT, Z4 GT3, Boss 302R, SLS GT3: setup tweaks, restrictor size limited, engine braking tuned for new throttle system

Posted

Build 497 (19/6/13, Senior Manager)
WiiU:
* Added eAlignDefaultBytes to all platforms that specifies default alignment in bytes rather than a tAlign enum value. This is useful for calls such as __basealign(eAlignDefaultBytes)
* WiiU: Added remaining sync file implementations (OpenRW/Write/Flush/Exists/Delete)
* WiiU: Implemented BDir module
* WiiU: Fixed buffer alignment issues in BLog
* WiiU: Removed debug breaks from save game module until implementation is done
* WiiU: Set default props to use -no-rtti in all configs
* Wii U minor fix for GUI not compiling
* WiiU full implementation of CRenderContext (renderstate setting)
* Add SMS Tools Helper injection process to post build process in WiiU configs
* Updated WiiU file ops to use FS_RET_ALL_ERROR return handling
* Fixed bug in WiiU Thread code where thread tId wasn't being set
* Set main thread to (normal priority + 1) so that normal pri threads get cpu time as WiiU threads don't time slice. This is a temp solution until proper thread balancing and core affinity is set
* Implemented WiiU BTimer module, BTimerMilli and BtimerMicro
* Updated legacy debug calls to new format in timer module
Render:
* Fix for missing DX9 particles
* Minor fix to allow 4k windowed rendering -WindowSize 3840,2160
Audio:
* ALL 3 Caterhams now have gear wobble, assigned int/ext gearshifts, backfires/splutters and a new distant echo curve
* The SP300 has a better engine rev range/pitch and sequential shift sounds
* The Formula A now has a high frequency gear wobble, a tweaked distant echo curve and occlusion filter curve
GUI:
* HUD messages and Replay Screen tidied slightly
* G forces and clutch pedal returned to the Telemetry screen, end of multiplayer race screen updated, minor tweaks to logo quality
Physics:
* Tires: Modal+Flash tire for Asano LM11, BAC Mono. Modal carcass for Caper Monterey. Reduced rotational damping on MRF-G
Tracks:
* New export of Bannochbrae varients
Vehicles:
* Gumpert Apollo: Damage deformations and cockpit animations added. Fixed wiper mask animation materials. Glass UV3 fixes

Posted

Build 501 (24/6/13, Senior Manager)
GUI:
* Career Calendar, initial implementation using debug date.
* Career Event Info screen added, ready to be hooked up to code
Tracks:
* Bathurst: Removed 3D trees, replaced with X-form instances

Build 499 (21/6/13, Team Member+)
WiiU:
* Set SDK to 2.08.13
* Fixed up all vsprops includes
* wip updates to link paths/libs
* Fixed PCH usage for majority of projects
* WiiU RenderTarget Implementation
* WiiU fix m_RTTI link errors in Driver/Team/Track/Vehicle lists
* Added stubbed version of WiiU Input module
Physics:
* Unfreeze AI vehicles when moving from on grid to reacting to start of race
Replays:
* Update instant replay menu option regardless of state
GUI:
* Separated Calendar event data from the Seasons event data (new placeholder Calendar data added), so they're now loaded/handled independently, with ChampionshipManager load/unload made generic to handle both types. RaceCalendar extracted from ChampionshipManager and can now be accessed from app directly
* Fixed incorrect session name title for Time Trial games
* All manufacturer and track logos refined, missing ones added to splash screen
* Fort Felix track logo removed from splash screen
* Bannochbrae logo added to the game along with placeholder track map
* Save Replay button now has the correct 'Save Available' applink attached to it
Render:
* Re-wrote a block of debug string output to ensure that it doesn't produce spurious warnings with overly paranoid compilers
* Reduced angle that directional light has to move before the shadow projection direction gets updated - this gives much smoother updates, so that even at 240x real time the movement is smooth
Race Weekend:
* Return vehicle to garage on pressing (Return to Pit), and keep game unpaused
* Fixed no full-screen mouse when entering Race Overview screen for the first time
* Fixed session timer being reset upon clicking 'Drive'
* Tweaks to car into garage to set gearing, and freeze the pose of the vehicle
Career:
* Separated Calendar event data from the Seasons event data (new placeholder Calendar data added), so they're now loaded/handled independently, with ChampionshipManager load/unload made generic to handle both types. RaceCalendar extracted from ChampionshipManager and can now be accessed from app directly
* Updated the career calendar gui data with more applinks/appfuncs
* Calendar menus changed to List format in preparation for data to be auto-entered into it
Driver Liveries:
* Driver liveries GT 2010: Added material to export and MAT file
* Driver character liveries: Updated selection set
* Drivers RCF outfits: Fixed bug for outfit index
* Fixed number of livery options in driver replacement files, to prevent AI from selecting custom livery
Tracks:
* Derby: Fixed cameras, fixed csm issue in pit with tyrestacks, fixed draw distance issue, color adjusted kerbs
* Northampton Classic: New tyrebridge mesh and materials, new fences textures and position fixes, stiching and mapping fixes
* Bathurst: Fixed further small gaps and uvstretching on walls and terrain. Fixed small gaps in wall and fixed collision issue at last chicane on the right wall
Vehicles:
* Mercedes SLS: Assigned the default car paint to the car
* Pagani Huayra: revised, but not final, brake heating/cooling and other small changes to improve handling issues

Build 498 (20/6/13, Senior Manager)
GUI:
* RaceCalendar functionality added for UI hookup - getting all events in a month, if any events exist on a given date, and player eligibility checking. Added debug code to verify the code/data, and show usage format for UI
* Save and SaveReplay buttons separated in functionality for PaulH
Render:
* Fixed a couple of pre-processor commands so that it is possible to enable mesh visualisation techniques in GOLD builds when required
Bug Fixes:
* Moved tyre indices setting up to per participant, fixes the changing tyres, then changing cars crash bug
WiiU:
* WiiU fix for SmallJobs external job declaration macro set not producing the correct name
* WiiU add missing CGameApp_WiiU.cpp
* Add Presence::Update() for WiiU
* WiiU fix for bad use of sqrt instead of sqrtf (Vehicle Dynamics link error)
* Fix recent graphics config changes causing a WiiU/console build error
* WiiU fix one sock linker errors
* WiiU fix some GraphicsEngine linker errors
* WiiU fix various Renderer linking issues
Race Weekend:
* Added interfaces and logic to teleport vehicle to pits / garage as well as hand control back and leave pits / garage
Characters:
* Driver: Added 4th entry livery variation in RCF and uploaded Textures
Physics:
* Ariel Atoms: tuned heating/cooling/wear of engine and brakes
* Lotus 98T, Lotus 78, Ford Capri, Ford GT40. All got new tire tweaks, rolling resitance/damping with top speed drag and gearing adjustemnts and chassis/aero balancing in the setups. Ford GT 40 added 9 final drives to cover all the track variations
Tracks:
* Bathurst: Tweaked kerbs along the whole track as suggested by Wmd members
Vehicles:
* Ford GT40: All exterior mapped&textured, new lights setup, lightglow billboards updated, some meshwork. CPIT chassis, LODC and LODD updated, temp LODA for export created etc
* Mercedes SLS: Added LODX, updated other LODs, fixed bugs, minor polishing
* Mercedes SLS: Updated textures for LODX

Build 497 (19/6/13, Senior Manager)
WiiU:
* Added eAlignDefaultBytes to all platforms that specifies default alignment in bytes rather than a tAlign enum value. This is useful for calls such as __basealign(eAlignDefaultBytes)
* WiiU: Added remaining sync file implementations (OpenRW/Write/Flush/Exists/Delete)
* WiiU: Implemented BDir module
* WiiU: Fixed buffer alignment issues in BLog
* WiiU: Removed debug breaks from save game module until implementation is done
* WiiU: Set default props to use -no-rtti in all configs
* Wii U minor fix for GUI not compiling
* WiiU full implementation of CRenderContext (renderstate setting)
* Add SMS Tools Helper injection process to post build process in WiiU configs
* Updated WiiU file ops to use FS_RET_ALL_ERROR return handling
* Fixed bug in WiiU Thread code where thread tId wasn't being set
* Set main thread to (normal priority + 1) so that normal pri threads get cpu time as WiiU threads don't time slice. This is a temp solution until proper thread balancing and core affinity is set
* Implemented WiiU BTimer module, BTimerMilli and BtimerMicro
* Updated legacy debug calls to new format in timer module
Render:
* Fix for missing DX9 particles
* Minor fix to allow 4k windowed rendering -WindowSize 3840,2160
Audio:
* ALL 3 Caterhams now have gear wobble, assigned int/ext gearshifts, backfires/splutters and a new distant echo curve
* The SP300 has a better engine rev range/pitch and sequential shift sounds
* The Formula A now has a high frequency gear wobble, a tweaked distant echo curve and occlusion filter curve
GUI:
* HUD messages and Replay Screen tidied slightly
* G forces and clutch pedal returned to the Telemetry screen, end of multiplayer race screen updated, minor tweaks to logo quality
Physics:
* Tires: Modal+Flash tire for Asano LM11, BAC Mono. Modal carcass for Caper Monterey. Reduced rotational damping on MRF-G
Tracks:
* New export of Bannochbrae varients
Vehicles:
* Gumpert Apollo: Damage deformations and cockpit animations added. Fixed wiper mask animation materials. Glass UV3 fixes

Build 496 (18/6/13, Manager+)
AI:
* Added basic support for AI telemetry
Options:
* Adding an option for helmet blur.. by default dof is on
Physics:
* Lotus 78, Lotus 98T, Cqapri GR5. New tires based off the curb fix casey dicoveed. Not using as much and blendin more conservatively with the other stick factors. Definitley works better overall. Better throttle steer on all three cars. Also all three cars got some top speed/gearing tweaks along with some aero/chassis balance changes. The 78 got a downforce reduction along with pitching the main underbody downforce forward for a more nimble on the edge feel
Audio:
* Dropped all car category volumes by 30% to see if that fixes the distortion some members are getting with their soundcards
Shaders:
* Modified new_ground shaders to improve handling of normal mapping - this allows the artist to select a new option "Detail UVs from UV1?" which ensures that the normal map direction is correct in cases which previously were using another channel. Further work remains to be done on the transition version

Build 495 (17/6/13, Senior Manager)
Ignition:
* Added engine off when ignition off with new volumetric throttle system
Physics:
* Physics material update to sort out index problem with material pool materials
GUI:
* Added gui handler for career calendar, applinks, appfuncs and updated main menu gui file
WiiU:
* Mapped some WiiU FS error codes to Base types
* Added basic file loading support. Currently sync only and not all code paths but main Load works
* Added BFile WiiU specific helpers for managing FSCmdBlocks between multiple file ops
* Added support for platform specific sub-calls from BFile ctor/dtor
* Updated legacy debug calls to current BDbg macros
* Set default memory alignment on WiiU to be 64 bytes due to FS_IO_BUFFER_ALIGN requirement
Damage:
* Updated support for reset of damaged vehicle components:
* on reset of damaged vehicle components, mounting back demounted components is optional
* when single wheel is repaired, it is reattached in vehicle physics along with vehicle visuals
* impact pieces are not spawned for component, which has been reattached immediately after detach
* reattach of flapping component does not require the component to be completely detached first
Render:
* DX11 fix for darkened rendering when SSAO is turned off
* Fix DX9 debug metrics primitive count
* DX9 early Pre-Resolve primitive submission optimisation
Tracks:
* Bannochbrae: New exports

Posted

Build 503 (26/6/13, Senior Manager)
Common:
* Rendertask profiling frame view
WiiU:
* Enabled Unity compilation in WiiU configs
* Added guards to PS3 specific files included in the unity files
* Fix for GUI WiiU build errors (logging changes)
* WiiU Renderer compilation fixes for removal of Remember/ForgetDefault pool resources
Render:
* SRenderModeInfo constructor added - fixes occassional crash in CRenderer::ResolveRenderList. In Renderer CPPs - avoiding call of fakeDeferList::m_prepareSortItems (this caused the crash when rain material has not specified deferred id in technique) - it should not occure with the SRenderModeInfo fix, but just to be sure
Animation:
* Driver animations for Bmw m3 gt4: fixed hand clipping through "helmet view"
Tracks:
* Loire: Edited cut tracks as tight as could be done. Still difficult to trigger in the chicanes though

Build 502 (25/6/13, Manager+)
WiiU:
* Enabled Unity compilation in WiiU configs to significantly speed up compile time of RaceAppCore
* Fix for GUI WiiU build errors (logging changes)
* WiiU Renderer compilation fixes for removal of Remember/ForgetDefault pool resources
* Added accessor to get BUniString from BTime
* Fixed WiiU link error due to missing _RetrieveInputIdentifier function
* Added declaration of partial specialisation of managed object static member to fix WiiU prelink & link errors. Disallow default ctor of _cManagedObject to make sure it isn't invoked accidentally
* WiiU CTexture class implemented (GTX texture loading, texture locking, Color/DepthBuffer GX2 structures etc)
Render:
* SRenderModeInfo constructor added - fixes occassional crash in CRenderer::ResolveRenderList. In Renderer CPPs - avoiding call of fakeDeferList::m_prepareSortItems (this caused the crash when rain material has not specified deferred id in technique) - it should not occure with the SRenderModeInfo fix, but just to be sure
GUI:
* Add memory context
Common:
* Fixed link error caused by missing TimeLineFrame template static member definition
Vehicles:
* All Caterhams and All Ariel Atoms: Decresed tyre wear to prevent easy tire flat-spotting
* Ford GT40: New tire with more sliding grip, and better blending from stick to slide. Engine torque below 5000 rpms increased for more throttle steer. Overall chassi setup changes for a quicker chassis. Moslty increasing damper effectivness
* Ford Focus RS: Added LODX mesh work and updated parts of LODA/B
* Ford Focus RS: Initial Ultra detail control file
* Gumpert Apollo: Fix for offset LODC/D in game

Build 501 (24/6/13, Senior Manager)
GUI:
* Career Calendar, initial implementation using debug date.
* Career Event Info screen added, ready to be hooked up to code
Tracks:
* Bathurst: Removed 3D trees, replaced with X-form instances

Build 499 (21/6/13, Team Member+)
WiiU:
* Set SDK to 2.08.13
* Fixed up all vsprops includes
* wip updates to link paths/libs
* Fixed PCH usage for majority of projects
* WiiU RenderTarget Implementation
* WiiU fix m_RTTI link errors in Driver/Team/Track/Vehicle lists
* Added stubbed version of WiiU Input module
Physics:
* Unfreeze AI vehicles when moving from on grid to reacting to start of race
Replays:
* Update instant replay menu option regardless of state
GUI:
* Separated Calendar event data from the Seasons event data (new placeholder Calendar data added), so they're now loaded/handled independently, with ChampionshipManager load/unload made generic to handle both types. RaceCalendar extracted from ChampionshipManager and can now be accessed from app directly
* Fixed incorrect session name title for Time Trial games
* All manufacturer and track logos refined, missing ones added to splash screen
* Fort Felix track logo removed from splash screen
* Bannochbrae logo added to the game along with placeholder track map
* Save Replay button now has the correct 'Save Available' applink attached to it
Render:
* Re-wrote a block of debug string output to ensure that it doesn't produce spurious warnings with overly paranoid compilers
* Reduced angle that directional light has to move before the shadow projection direction gets updated - this gives much smoother updates, so that even at 240x real time the movement is smooth
Race Weekend:
* Return vehicle to garage on pressing (Return to Pit), and keep game unpaused
* Fixed no full-screen mouse when entering Race Overview screen for the first time
* Fixed session timer being reset upon clicking 'Drive'
* Tweaks to car into garage to set gearing, and freeze the pose of the vehicle
Career:
* Separated Calendar event data from the Seasons event data (new placeholder Calendar data added), so they're now loaded/handled independently, with ChampionshipManager load/unload made generic to handle both types. RaceCalendar extracted from ChampionshipManager and can now be accessed from app directly
* Updated the career calendar gui data with more applinks/appfuncs
* Calendar menus changed to List format in preparation for data to be auto-entered into it
Driver Liveries:
* Driver liveries GT 2010: Added material to export and MAT file
* Driver character liveries: Updated selection set
* Drivers RCF outfits: Fixed bug for outfit index
* Fixed number of livery options in driver replacement files, to prevent AI from selecting custom livery
Tracks:
* Derby: Fixed cameras, fixed csm issue in pit with tyrestacks, fixed draw distance issue, color adjusted kerbs
* Northampton Classic: New tyrebridge mesh and materials, new fences textures and position fixes, stiching and mapping fixes
* Bathurst: Fixed further small gaps and uvstretching on walls and terrain. Fixed small gaps in wall and fixed collision issue at last chicane on the right wall
Vehicles:
* Mercedes SLS: Assigned the default car paint to the car
* Pagani Huayra: revised, but not final, brake heating/cooling and other small changes to improve handling issues

Posted

Build 505 (28/6/13, Team Member+)
Common:
* Returned sync dump levels to normal
* Added function to get vehicle from styling entity
* Increased f32 key frame pool size to accomodate extra conditions being added
GUI:
* Fix GUITextEntry deleting last letter
* Fix for dropping gui objects onto a gui dialog multiple times
* Fix SetDialogQuadInstance getting mismatched in the GUI memory context changes
Environment:
* Fog tweaks to rainy 02, stormy02 and super storm 02
* Clouds updates to several conditions, work is still WIP. Changes added to the 02 versions so that they can be compared to the 01s for feedback on optimisations made. I will copy over to the 01 slot and remove 02s if feedback is positive
* Updated conditions - med cloud 02, heavy cloud 02 (new), rainy 02, stormy 02 (new), thunderstorm 02 (new)
* Added some underlighting using the rim lighting tech to make clouds less flat when looking into the sun. Used mostly at sunset
* Added some scale variation throughout the clouds so they are less repetative and popcorny
* Reduced the overall number of quad billboards used in each cloud so that they look less repeated and for optimisation purposes
* Changed the mapping so that the quads within each cloud are less repetative
* Tweaks to several other settings such as fog for balancing
Audio:
* New BMW Z4 GT3 incar and external engine sets. Added gear wobbles and all the latest sound events such as int/ext gearshifts, backfires/splutters and a new distant echo and occlusion curves and distant roll-offs
Tracks:
* Azure Coast: Fixed placement of 3D trees
* Derby National/GP: Lengthened kerbswhere needed -dirt areas next to kerbs added -fixedkerb types in last corner of national -csm updated to latest kerbs changes
* Besos National/GP: Added garage interiors, reworked pitwall, temp textures to tyrewalls, CSM fixes around tyrewalls
* Bathurst: Static scene update. Switch of 3D eucalyptus trees to the ones which use one material for all variaitons and it's LODs
* Milan: Addition track foliage added
* Sven tree tweaks added for various tracks
Vehicles:
* Zakspeed Capri GR5, Lotus 78: New flash tire with heating enabled for testing
* Formula Gulf: LODX mesh 95% finished, fixed new collision shapes for detachable parts, quick new collision shapes to fix the missing rear wing

Build 504 (27/6/13, Senior Manager)
GUI:
* Career Calendar, career event popup, initial implementation
Pit Stop Logic:
* Apply auto pit state to AI logic
* Debug render AI states in 2d
* Simple release of AI vehicles from pit spots during qualifying
* Updated Vehicle * Out functions to use HoldInPit
* Apply HoldInPit logic correctly
* Fixed generation of pit spot position
* Added PitOutTriggered logic for when car drives straight through pit
* Unfreeze AI when reacting to start - fixes bug when start reaction slider is low
* Update AI state inputs when in pit/garage spot
FPS Debug:
* Changed debug FPS print code to use ArrayLength instead of sizeof to limit the string printing to the correct size - this needed changing because of the recent switch to unichar text
WiiU:
* WiiU CShader RenderMeshPrimitive (and variants) GX2 drawcalls implemented
* WiiU warning fixes
* WiiU fix for crash when initiating a Spark GPU capture
* WiiU enable Rendering and also add gx2spark libs
* GX2Init(), Main command buffer creation
* Back buffer/Depth Buffer Creation
* Texture/Target MEM1 allocation support
* Frame begin syncronization/frame end presentation
* Vertex/index buffer setting
* Fetch shader (input assembly) creation and setting implemented
* Support for Spark (GPU debugger) capture in non gold builds
* Various bug-fixes - renderer now successfully clear colour cycles in BaseTest with the cross-platform API calls
Driver Liveries:
* Opponents custom liveries removal + fixed IDs for player (ID=99)
* Driver custom liveries for player/opponent
* Custom liveries setup, separated player and opponents
Tracks:
* Azure Circuit: Track Dressing Additions, yachts added, new casino/mirabeau gardens created, temp fixed right part of the casino, mirabeau side, and the caffe de paris
* Bathurst: Re add the 3D trees, fixed AIW around the new chicane geometry (was underground slightly)
Vehicles:
* Mercedes SLS: New UV mapping for glass/paint (LODX/LODA finished)
* BMW M1 Procar: New suspension geometry, brake heating/cooling/wear, removed doors from collisions, milder engine braking curve, new gearbox

Posted

Build 510 (5/7/13, Junior Member+)
Bug Fixes:
* Fix for leaked lights from the lightning manager on shutdown
WiiU:
* WiiU buildaries - dictionary file gather and store in shaders.bff. Add first working version of FXCompilerWiiU exe to BuildTools
Environment:
* Setup for new lightning effects..
* Clear6 changed to new experimental clear condition that is more tropical in feel with darker saturated blue sky and heavier blue haze in daytime and a bright intense sun. Tone mapping effect isnt working great in this setting atm as Rob and I are still looking into that. Also has some banding on the new skies
* Added Hazy 2, which is more of a bright sunny day for a more dusty arid location
Audio:
* Initial audio for the weather sounds (not enabled in game)
Physics:
* Tire.rg: Revised heating on GT Slick - GreenFlash plus some carcass tweaks
Tracks:
* Derby National/GP: Fixed issues with flying adverts, further cutting in of outer roads in outer terrain
* Eifelwald: New export
Vehicles:
* Bumped version of all vehicles for Friday's stat reset
* BMW Z4 GT3: Adjusted setup for new tires. Brake heating/cooling/wear all tuned
* BMW M3 GT: Adjusted setup for new tires. Brake heating/cooling (not final) taken from Z4 GT3
* Pagani Zonda R: New setup for new tires
* BMW M3 GT4: New setup for new tires

Build 509 (4/7/13, Senior Manager)
Physics:
* Moved PhysX file streams from GamePhysics to SupportPhysics library
* Tires: fixed mis-merge on tire.rg. Adjustments to FB B&C
WiiU:
* WiiU: Implemented Atomic module
* Added BIntToPtr and BUIntToPtr helper templates
* WiiU fix for missing initNynpPlatform link error
* WiiU set to use SHADERS_PAKFILE_REGISTERANDFLUSH method of shader loading
* WiiU Fix for GX2DebugCapture link error
* WiiU: Implemented BFile Seek
* WiiU: Fixed bug where FSClient/CmdBlock vars were uninitialised in some code paths
* Tidied up some WiiU OSReport calls
* Added test code for WiiU file seek
* Added gProject.dbgGetMemTraceModule to BaseTest
Audio:
* Update to match FMOD v4.44.15.
Steam:
* Fixed Steam upload excludes for the SMS build box
* Updated Steam upload build scripts to make few copied files writable. Fixed problem with DRM tool failing to apply Steam DRM to pCARS.exe
Shaders:
* Added additive technique to billboard animated shader for use in lightning effect, which uses a new non-crossfade non-rotating vertex and pixel shader too, to minimise the cost. Also fixed a bug in the frame animation code which prevented 4x2 animations working properly
Vehicles:
* Lotus 98T: New flash tire with heating model enabled. Small changes to the setup to suit. Increased wear rate and redued grip sensitivity to overheating on the Capri and Lotus 78 tires.
* BMW M3 GT2: Big improvement on Wipers LODA/B/Cpit. Tweaked Wiper Animation and checked Cockpit anims. Wipers mask done. LODC Windows (black glass) was using misc material. Changed to Windows and remapped. Added Rain effects to Windows and Windscreen materials

Build 508 (3/7/13, Senior Manager)
Animation
* Add per driver property overrides for steering range/loopable used if steering range is non-zero.
WiiU:
* Buildaries script support for WiiU shader compilation and Shaders.BFF pakfile and dictionary.
* WiiU stddefs.fxh - support for WiiU
* WiiU minor semantic fixes for SSA and VSMBlur shaders
* WiiU fix for shadow and MSAA shader build errors
Tracks:
* new Eifelwald export reflecting the updates in the track as noticed in the eifelwald forum issues; Updates in the camber of some corners, kerbs, track heights, etc.
* Derby Nat/GP: Track borders updated to new satellite map references.. moved viewer stuff behind barriers inside terrain with new outer roads updated; ixed position of crowds, flags, statics to match to new updated outer borders of track

Build 507 (2/7/13, Manager+)
GUI:
* Load Tuning screen updated, new animated intro screens, and Happy 4th July!
Render:
* Change endian swapping to use LITTLE_ENDIAN define rather than patform, and switched code to use BUnionCast. Fixed incorrect assert expression.
Physics:
* Tyres: Tack is now a form of adhesion (affected by water, etc). FlexiCarcass.
Audio:
* FMOD v4.44.15 Win32/PS3/360 libs.
* The BMW Z4 GT3 gear shift has higher frequency oscillations.
* The BMW M3 GT4 has been reverted to the original engine sound *BUT* with the latest updates to mix, Ai, gears, wobble, backfires and distant based effects. Please note the engine sound for the BMW M3 GT4 is a placeholder.
* The file location for the BMW M3 GT4 sounds has been changed with the addition of bespoke engine and AI FDP files.
Tracks:
* instanced version of eucalyptustrees added to the library
Vehicles:
* BMW_M1. Cockpit animations Including Wipers; Wiper mask texture;Improved Wipers Cpit/LODA/B/X. Added Cockpit animation including Bonnet. Added Rain effects to Paint and Paint Skin materials. Fixed Shift Gaiter animation.
* Mercedes_SLS - UV mapping finished for all LODs, lots of bugfixes; LODX texture changes + wing damage setup; Prepared for custom liveries

Build 506 (1/7/13, Senior Manager)
GUI:
* Changed GUIResult for 'Set Next/Prev List Item' to use scroll index
Render:
* Change calls that I believe to be incorrect from BDbgError to BDbgAssert
* Updated legacy debug assert calls to new module format
Base:
* Updated legacy debug assert calls to new module format
WiiU:
* Fixed WiiU link error
Audio:
* The BMW Z4 GT3 now has an Ai engine set and will use the new sounds. Balanced the incar and Ai mix for cockpit view. A few subtle tweaks to the player car engine and other driving sounds, mainly balancing the interplay of these events
Tracks:
* Azure Circuit: Light sgx/added some lights on new casino gardens/cafe de paris-mirabeau side

Posted

Build 514 (11/7/13, Senior Manager)
WiiU:
* WiiU support for Instanced Matrices in fetch shader construction. Completed MeshPrimitive instanced rendering code
* WiiU: Fixed core affinity values
GUI:
* Fixed texture handling for applinks
Environment:
* Fixing stormy wtc error
* Lightning effect and condition tweaks
Tracks:
* Derby National/GP: Fixed fences .fixed whitelines and track edges -fixed mapping issues on terrain -fixed road coloring adjusted gravel bed colors -continued detailing outer terrain -added darker road patches as per latest ref and satelite images
* Bathurst: Added accurate corner markers
Vehicles:
* Formula Gulf - Finished LODX and CPIT, ready for texturing
* BMW M1: Added a new LODB interior

Build 513 (10/7/13, Senior Manager)
Environment:
* Code so lightning is attached to stormcloud2
* New thunder and lighting system
* Code allows us to be able to change the envirnoment while lighting is being rendered
* Shader changes to allow us to be able to boost the skyring
* Added new billboard shader technique called thunder bolt
GUI:
* Steam button now points to the official group
Chat Filter:
* Chat filter word length fix and made uncollapsed word start/end positions accurate
WiiU:
* Updates for WiiU project settings. Removed PCH now that unity.cpp is being used
* WiiU: Implemented BSemaphore
* WiiU MeshPrimitive/MeshPrimitiveType support with both asset and memory based binary mesh loader implemented.
* WiiU - stripped out un-needed rendercontext from primitive API calls
* WiiU InstancedMeshPrimitive/PrimitiveType API fixup (note there is some additional input assembly stream work to do before instances will work)
* WiiU - ParticleSystem Primitive/PrimitiveType implemented.
* WiiU - Support for shared dynamic vertex buffers and shared index buffers.
Tracks:
* Bathurst: Further tweak on HUD map
* Besos National/GP: Issues with broken Track Edges are now sorted, fixed CSM issue with cars falling through garage floor in practice session. Gaps and snapping issues with the Terrain that should be ok now (see pic) although it's a bit tricky to fix all of them. Issue with the pit Rail dropping in and out sorted. Added back the skyring with temp texture. UV and position tweaked accordingly

Build 512 (9/7/13, Manager+)
WiiU:
* WiiU minor fix Chat Filter not compiling/linking (added to unity/null character fix)
* WiiU LightWeightMesh primitive rendering implemented. DebugText now renders correctly
* WiiU shader name resolution fixed + support for bool constant setting
* WiiU - support for Linear textures + bug-fix for Unlocking a CPU writeable texture failing to invalidate cache and gpu cache
* WiiU StdDefs.fxh temp workaround for mismatch _Centroid vs normal sampling in Pixel/Vertex shaders
GUI:
* Fixes for chat panel
* Added 'SetSprite' to list item data
Common:
* Pass in-race chat through the chat filter
Physics:
* Tires: ModalCarcass heating, fixes in FlexiCarcass, Heat overflow changes (per Casey/Doug request), FFB change at very slow speed to stop oscillation at standstill
Chat:
* Chat filter - collapse dupe letters from words > 3 chars long, prevents matching crash to ass
* Chat filter loop fix for people who like to talk about all things Scunthorpe
* Profanity filter chat code (English currently)
Audio:
* All new Mercedes SLS GT3 incar and external engine sets. Plus an AI version of the engine
* I've added gear wobbles and all the latest sound events such as int/ext gearshifts, backfires/splutters and distant based effects and roll-offs
* For this car I'm trailing new parameters for the trackside echo and volume curves. I think it's a step closer
* I've upped the GT class external backfires/splutters a tad as requested on the forums
* Note the transmission whine, tyre and surface sounds are placeholders and these are on the list to be replaced
Tracks:
* Harrison Pike Raceway: Optimized LODAs, created LODB meshes, set new LOD distances
* Eifelwald: Crowd realigned with terrain changes
* Eifelwald: Changed some trees - crowd placement- cars alignment. Due to a ground update
Vehicles:
* Ford Focus RS: Exterior textures updated to fit mesh update, new lights setup, combined misc, engine and chassis materials/textures to 1 material/texture

Build 511 (8/7/13, Senior Manager)
Online:
* Profanity filter chat code (English currently)
* English profanity filter database
* Fix for onlineprofile call
Base:
* Restructured test modules layout
* Updated atomic test
* Added BDbgVisuals test
WiiU:
* WiiU Shader Loading and all other core aspects of the Shader/Renderer class and support structure for mesh rendering are now implemented
Particles:
* Adding in a patricle effect not effected by lighting
Drivers:
* Updated driver materials: Added Nic Hamilton material
GUI:
* New Tuning Overview panel added, degree symbol fixed on Tuning screen by adding to Text Database
Tracks:
* Azure Circuit: Fixed position,scale/mesh/mapping of the last buildings along the mainstraight+started to add missing assets on the pier area after the tunnel, added bs polys to the gp tunnel to avoid shadow issues. Fixed placement of trees along main straight
* Derby National/GP: Outerroads details added -adjusted height levels of outerterrain roads -moved gridmarkings to correct positions. moved startline markings to correct postions -added stonewalls crowd tribune
Vehicles:
* BMW M1 Procar: Interior DDS texture. All new texture to replace placeholder one
* BMW M3 GT4: Big improvement on Wipers LODA/B/Cpit. Tweaked Wiper Animation and checked Cockpit anims. Wipers mask updated

Posted

Build 515 (12/7/13, Team Member+)
WiiU:
* WiiU - implemented CTexture::GenerateMipMaps, CRenderer::StretchRect and CRendertarget::CopyToTexture (required for Envmap rendering)
* WiiU: Moved thread affinity call from thread func as it can't be made whilst the thread is running
* WiiU: Implemented BMutex
* WiiU Set SceneGraphQuery process to be high priority
* WiiU - fix missing file from instanced rendering support
* WiiU fix Scenegraph thread affinity
Base:
* Allowing textures to load immediately instead of waiting, to assist with ongoing reduction of peak memory load
* Disabled memory fragmentation test in order to stop it trashing pool peak use data
* Added mutex test
Online:
* Reduce MP stop race countdown to 30s
Particles:
* Code to stop us skipping mips on particle texture
Physics:
* Added dyanmic flag to disable use of fibers on platforms that don't benefit from them or if DEBUG_DISABLE_FIBERS is set
Tracks:
* Bathurst: Slowed down the AI in the blind down hill esses to keep them on the track
Vehicles:
* Ford GT40: Added wheel LODs

Posted

Build 517 (16/7/13, Manager+)
WiiU:
* Switch FMOD debug output to report only Warnings or Errors
* WiiU - switch Lightweight primitive types use drawindeximmediate (saves the need for implementing special handling for dynamic meshes)
* WiiU: Set Debug config optimisation strategy to 'moredebug'
* Updated file tests
* WiiU: Updates for linking
* WiiU: Set stack size to 256K
* Fixed missed quote in rc file
* WiiU: Set Debug config optimisation strategy to 'moredebug'
* Changed WiiU debug config optimisation level to 'moredebug'
* WiiU: Implemented BFileAsync class (except for Write funcs)
* WiiU: Fixed bug in BEvent where wrong value was passed to event init
* WiiU: Added eFileErrorInvalidArg to map to WiiU FS error code
* WiiU: Set Debug config optimisation strategy to 'moredebug'
* WiiU: Set thread name for main thread to help identify in debugger
* WiiU: Add thread ID to thread name for easy ID in debugger
* nsMaths: Updated fabs abstract to safer cross platform version
* WiiU: Added stale thread context cleanup
* WiiU - create a sentinel texture for missing textures + fixed a bug in GenerateMipMaps/CopyToTexture using the wrong GX2Surface.
* WiiU Carpreview,Guiasyncload and effectsmanager stream buffer sized correctly
* WiiU fix Gamma (until I work out the best SRGB flow post deferred)
* WiiU Fix RenderContext triangle wind order (to CCW)
* WiiU - Appconfig GamePool setup properly(~160MB)
* WiiU implement creation of small deferred rendertargets (for envmap/rvm)
* WiiU - fix LightingInterface shadow texture name lookup
* WiiU - main menu stream buffer size increased
* WiiU - fix for bug in Binary Mesh Loader vertex locking copy
* WiiU fix for missing soft shadows setting
* WiiU Fix for SamplerState group matching bug
* WiiU fix for bootphase audio running out of memory
* WiiU fix for OneSock initialisation failing
Steam:
* Moved Steam API initialization code to run before the renderer starts. Fixes bug where Steam Overlay fails to work when pCARS.exe is run directly. Might improve issues with black screen on startup, or make them worse
Render:
* Code to ensure that any texture which has m_possibleReadByCPU has its usage flag setup to be dynamic, this is to ensure it will be able to lock the texture for cpu reading
Physics:
* Tires: camber behavior on FlexiCarcass improved, FlexiCarcass damping work, plumbed Mz direct to FFB (instead of inferring from pneumatic trail)
Oculus Rift:
* Added OculusRift SDK 0.2.3
Vehicles:
* Lotus 49: Added some tack and heating changes to the tire. various littel changes to to keep it all balances. Easier to drift again
* Mitsubishi Lancer: All new interior glow DDS texture. Intitial check in
* Mitsubishi Lancer: Interior DDS textures. All new to replace the placeholder ones

Build 516 (15/7/13, Senior Manager)
WiiU:
* Fixed compile error on WiiU due to attempting to access PC specific graphics config
* WiiU fix mesh version check + loose texture loading dbgbreak
* WiiU Fix for GX2 assert rendering to targets that have no depth buffer (GUI text rendering)
* WiiU move Physics thread controller to Core 0
* WiiU fix for missing platform path in GetBaseGUITextureExtension
* WiiU fix physics thread priority
* WiiU bug fixes for creation of cubemap rendertargets.
* WiiU fix for Renderables processor thread priority and affinity
* WiiU fix for GTX texture loading, not substituting DDS file extension, and texture alignment GFD issue
* WiiU fix for DRC Rendertarget name assert
* WiiU fix for ThreadsSetup using PC settings
* WiiU fix for shader loading/registration
* WiiU implemented support for DRC rendering
* WiiU exclude UnityLinux.cpp from Cafe configs + fix for timings.cpp no longer compiling
GUI:
* Added DX9 and DX11 to build version string shown on main menu
Render:
* Switched default render mode from DX9 to DX11
* Implemented support for clean failure of DX11 renderer creation and automatic fallback to DX9 renderer
Audio:
* Brand new Mercedes SLS AMG incar and external engine sets. Plus an AI version of the engine. I've added gear wobbles (WIP) and all the latest sound events such as int/ext gearshifts, backfires/splutters and distant based effects and roll-offs
Tracks:
* Derby National/GP: Added skidmarks on kerbs -added tyrewall covers tweaked and remapped outer terrain colors and textures -adjusted outer terrain heights left of old hairpin curve which was too high before -started adding missing edges along outer side roads very close to track, adding color tweaked and adjusted textures
* Bathurst: Further tweak on HUD map because new AIW changes
* Eifelwald: Fixed unepected slowdown to a stop on the back straight. Also tweaked AI speed around the carrousell
Vehicles:
* Mitsubishii Lancer: CPIT polycount reduction. No big progress today, started working on cockpit materials polishing

Posted

Build 519 (18/7/13, Team Member+)
Base:
* Improved locking in GamePad DirectInput to prevent more potential corruption issues when the device is restarted
* Discard mouse device data when re-aquiring it to stop mouse button being reported as pressed
* Added critical lock to GamePad DirectInput thread function to prevent potential NULL ptr deref
* Fix for invalid memory acccess crash reported by Michal
Hot Lap:
* Preset hot lap events to fixed date, time and weather conditions (eventually to be replaced by those configured by the event organizer)
Career:
* Filling in more data for the Career Calendar Event Panel, maps, logos, laps, ai, rounds etc
Render:
* Fix for bad MEM1 ifdef breaking build
Cameras:
* Scale the head-look and head-lean by the steering amount at speed
* Adjust HeadLookSteeringWeight variable to increase the effect of steering on look to apex (and therefore decrease the amount of "auto look")
WiiU:
* WiiU - disable SSAO in Main Menu for now until this get implemented
* WiiU light primitive rendered now works correctly.
* WiiU fix Vertex Colour D3D format conversion
* WiiU Samplers now use high precision
* WiiU - phase1 rendertargets now in MEM1 + fix forceMSAA setting.
* WiiU - various clear and rendertarget setup fixes
* WiiU - add platform specific shadowing shader path
* WiiU another fix for centroid texcoords causing vertex/pixel shader binding failures
Tracks:
* Eifelwald: New export
* Derby National/GP: Fixed reported collision issue in old hairpin area started working on detailing dirt areas on kerbs starting from turn1 to following up .. added concrete and crate meshes
Vehicles:
* Mitsubishi Lancer: Re-exported with proper shaders, I used an experimental shader in Beta1.00. Shouldn't cause problems but just in case. Ultra detail mvhf file update. LODs setup. Ultra detail setup. Interior LODA and B updates from Daniel
* BMW Z4 GT3: Setup, physics and tire changes for CPFT Week 1 event

Build 518 (17/7/13, Senior Manager)
Pit Stops:
* Initial Pit Stop system infrastructure
* Pit stop support WIP
* Updated physics in pitstop event to cover more repair systems
* Added ability to change tyre pressure
* Updated interfaces
* Drive through penalty AI support
Base:
* Fixed possible dereference of stale BArray member var. This could happen if a destroyed array then had a new array assigned to it via copy constructor
WiiU:
* Updates for WiiU texture loading in menu loading phases
* WiiU fix for missing Clear/Copy paths in DynamicEnvmap code
* WiiU - temp Tonemap - just do plain LDR texture copy for now.
* WiiU fix memory budgets for car preview loading and audio
* WiiU Splash Screen handler - skip login/press start
* WiiU Renderer Fixes
* GX2UT Buffer Zero Init throughout
* Shadow texture lighting property fix
* RenderTarget mask fix for deferred targets
* GX2 allocs now go through CRenderer methods
Audio:
* Atom Mugen incar and external engine sets. Plus an AI version of this engine. I've added the usual gear wobbles and all the latest sound events such as int/ext gearshifts, backfires/splutters and distant based effects and roll-offs. Note the transmission whine, tyre and surface sounds are placeholders and these are on the list to be replaced. I'm also not 100% happy with the exteriors. They work well, but just lack a bit of trackside space
* Mercedes SLS AMG drivetrain wobble tweaked to better suit a seven-speed dual-clutch
Vehicles:
* Mitsubishi Lancer: Orange small square added for LODC lights
* Mitsubishi Lancer: Misc Source texture LODC update
* Mercedes SLS: Fixed paintable rims
* Mercedes SLS: fixed wrong custom wheel textures
* Pagani Zonda R: reduced engine torque at idle

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