VELOCIPEDE Posted September 13, 2013 Share Posted September 13, 2013 Build 562 (13/9/13, Team Member+)WiiU:* WiiU another particle rendering fix (smoke and racing line now are correct)* WiiU support for Occlusion Queries.* WiiU particle bug-fixing (colours and missing prims)* WiiU fix for flickering instances (needed double buffering)Physics:* GT3 Slick: Fixed excessive wear on the soft and hard compounds. Still not truly calibrated for realistic wear rate* Re-worked tires pressures and buildup on the Caterham and Ariel tires to better match the listed pressures usedTracks:* Azure Circuit: Fixed spec and added alpha channel, added nmp, add missing emm for streetlamps* Dubai: Added latest assets, fixed wrong green blend edge along the kerbs, added pitentry chevrons, tweaked road/asphalt textures* Azure Coast: Add new buildings with emm maps, merge JanP assets, merge TomT assets, clean layers, fix position for some buildings, add emm map for street lights (+- 30% done), fix pivot position, fix lod distanceVehicles:* Formula C: WIP on making the LODX* BMW M3 GT: Setup changes to suit the latest tires Build 561 (12/9/13, Team Member+)Physics:* Tires: FlexiCarcass development, FC development, FFB tightening options, Monza kinda-thermal experiment on HUD tire widget (for FC)* GT3 and Group A slick tires: Updates based on CPFT feedbackWiiU:* WiiU full implementation of Depth of Field. Fixed bonnect cam captureGUI:* Adding variable height capability to list items and lists* Fixing sub list creation and filling out dataTracks:* Eifelwald: Added GP variations. Sprint, Sprint Short, Mullenbach* Azure Coast: Add missing emm and spec map for buildingsVehicles: * BMW Z4 GT3: Tweaks to default setup and an experiment with the tire scrub override sound parameter* Caterham R500 and Classic: Fixed track bar being above the axle centerline (and hence rear roll center). This fixes most of the up on 2 wheels experienced. re-adjusted setup accordingly (this added understeer). Raised default tire pressures and adjusted the optimum pressure shapes. Some drop in flash tire temp on the R500 Build 560 (11/9/13, Team Member+)Common:* BHashTable: Added tHashPtr and tPtrKey types for use with pointer keys and hashes to allow for different sizes between platforms* Updated RenderBridge and VehicleFactory to use new hash types* Updated the Session Mask in the Race Rules to match the newly adjusted Session enumWiiU: * WiiU full implementation of Motion-blur / Post processing filters* WiiU: w-i-p updates for ProController input sets and WiiU device registration* Misc: Added IsMPMode test before sending disqualify event* WiiU: Fixed warning* WiiU: Added basic pro controller support* WiiU fix for DashBoardGUIHandler not being excluded from project (it’s in the unity file)* WiiU add MotionBlurUsingLinearDepthFlags technique which allows the continued use of a compressed HDR format that lacks an alpha channel for the LinearDepthFlags to Alpha methodTracks:* Azure Circuit: New textures* Dubai: New Dynamic Safety Pillows, new foliage instances added, datepalms and desert grass* Azure Coast: Add emm for more buildings, add missing nmp map* Eifelwald: Added Eifelwald Stage 1, 2 and 3* Eifelwald: Stages basic AIW changed Build 559 (10/9/13, Team Member+)WiiU:* WiiU fix SSAO context state bug when SSAO is turned off* WiiU full implementation of SSAO Control.* Snap and align feature* WiiU fixed SSAO const global parameters (they get stripped because they are constant and can’t then be set by the runtime!)Physics:* FFB: Added a touch of smoothing to RackScale and Mz to prevent spikes and low speed vibrationsTracks:* Anhalt: Dynamic Physics* Anhalt: XLC file* Dubai: New textures* Azure Coast: Add emm for more buildings, add missing nmp map anf baked small ao map for some buidling around the track Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted September 20, 2013 Share Posted September 20, 2013 Build 567 (20/9/13, Team Member+)Physics:* Ariel Atom 3 and the Evon CR500 tire. Tried make this tire more camber sensive and believable with the tire heating temperature spreads with camber adjustement. In doing so some of the tire stiffness feel was lost so there was a sidewall stiffness increase (using bow stiffness) adjustement to compensate and it all works rather nicely. These changes also affect the Caterham Classic and Caterham R500* Added temperature mode = layer to the Evon 500 tireEnvironment:* Puddles buil-up/drying rates altered* Puddle and wet track buildup edits* Wet road texture saved as ARGB to remove the blocky puddle edges. other channels also tweaked to reduce the ott wet roadSteam-based multiplayer WIP:* Implemented join timeout. If a joining client never receives refid and stable index details, they leave the session. This can happen when the client attempts to join during host migration* Fixed join timeout from CL 317154. Do not apply the timeout to non-steam SessionsWiiU:* WiiU: Fixed input manager initialisation issues* BootFlow: Set boot loading phase order to be the same on all platforms. If platform specifics changes are required for TRCs they can be moved later* Input: Set the focus device to be the first gamepad during splash screen phase on consoles* WiiU: Added input sets and identifiers for Pro Controller* WiiU: Fixed ProController button order for A & B buttons* WiiU: Included Input WiiU namesapce in header chain as it is referenced by some common codeGUI:* Accolades placeholder screen with dummy data all connected and accessible through career profile from the dashboardRacing Flags:* Large collisions trigger yellow flag* Added position tracking & warning for double yellow flag* Fixed chequered flag bug, where it would appear when driving backwards on a 1 lap race* Fixed the Flag HUD icon showing when the HUD is cycled to off* Added 'reason' feedback for yellow flag issues* Updated the yellow flags & the pit engineer to provide & comminicate the reasons for a yellow flag* Added new pit engineer strings to reflect the various yellow flag reasonsTracks:* California Highway: Merge latest assets, fix levitate objects, add new tunnels with ao map* Northampton: New exports* Northampton: Added Stowe (TT falls through the floor, and have some bad pop ups on the corner markers)* Azure Coast: Added missing emm map for more buildings, polished asstets, merged all latestVehicles:* Mercedes SLS GT3: LODX WIP1* Formula C: Adjusted ride height range and bumpstops. Made a few default setup changes to lessen the turn-in oversteerBuild 566 (19/9/13, Team Member+)WiiU:* Fix for permanently locked VB causing GX2 assert on WiiU (Damage Renderable)* WiiU support for HiZ. Also Fixed handling of Mem1 allocations (was leaking some post targets on round-tripping)Render:* DX11 HDR/DOF cleartarget optimisations (remove un-necessary clears - not required because of SLI profile/AFR Friendly)Physics:* Tires: next round of FC for CPFT* Tires: Damping tweaks to GT3 Slick and Group A Slick. New modal carcass and flash tread for Faretti F One summer sports car tireGUI:* Layers and pages for the new accolades screen. Not accessible at this point in timeTracks:* California Highway: Add missing spec, nmp and emm map for buildings and bakled ao for one tunnel* Eifelwald Stage 1, Stage 2, Stage 3: New complete AIW's. Point to point with raceline and 36 start spots* Azure Coast: New ao and lm added for tunnels* Northampton: Racelines exported for variationsVehicles:* Mercedes SLS GT3: New suspension geometry and other changes to work with that* Ruf RGT-8: Wider selection of springs. New rear suspension geometry* Ruf RGT-8: New dampers and some other setup tweaks* Formula Gulf: Tweaked driver animation: less crossed arms during steering* Formula Gulf: Steering animation tweaked, right hand leaves the wheel soonerKnown Issues: We have some issues with the new AIW for Eifelwald 1,2, and 3. In Free Practice no times are started for any of them. In Time Trial you fall through the floor by the rollercoaster in all of them. In race, the lap becomes invalid as soon as you start your lap. Build 565 (18/9/13, Team Member+)Weather System:* Dynamic puddles size implementation, drying and water build-up rates* Dynamic puddles size support, puddles soft edgesBase:* BDbgString: Fixed a recurive critical lock relating to debug strings* BLog: Added support to modify the output behaviour of log files via App side calls during bootup* BLog: gDebug.SetLogOutputState can be passed a combination of flags* Debug: gDebug.SetDbgSessionFolderCB provides an App side callback that can be used to modify the name of the debug session folder i.e. dbgSession\CustomNameHere* Debug: Moved initialisation order of the dbgSession folder creations to allow time for App side callback to trigger* Debug: Removed SetPrintfToLog/GetPrintfToLog, replaced by the eLogOutputPrintfToLog option* Misc: Fixed warnings in some platform configs* Debug: Changed code that handles the "-sessionprefix" cmd line switch to use generic gCmdLine so it is now processed on all platformsWiiU:* WiiU - fix depth-buffer alpha blur generation level (switch off SRGB target)Flags:* Added double-yellow overtaking warning to the text db (not yet in game)Tracks:* California Highway: Add missing spec, nmp and emm map for buildings* Azure Coast: Added missing emm map for more buildings, polished asstets, merged all latest, tweaked & polished texturesBuild 564 (17/9/13, Team Member+)GUI:* Setup gui data for career dashboard, dummy data usedWiiU:* Fix for broken DOF in helmet-cam (crash, then subsequent black screen issue)* Handle missing lighting parameters (for shaders that use lighting but disable shadows)* WiiU fixed GOLD build (scribe post-build fix from Ged)Tracks:* Northampton: New exports for Nat and Int* California Highway: Add missing spec, nmp and emm map textures for buildings* Azure Coast: Add new and fix older spec map, temp removed all streetlightsVehicles:* Racer L4: Applied lessons learned from the V8 to this one. (physics)Build 563 (16/9/13, Team Member+)WiiU:* WiiU fix for LightWeightMeshPrimitives causing GPU blockingFlags:* Remove HUD flags when HUD is turned off* Green flag (using placeholder square)* Chequered flag (using placeholder chequered flag icon)* Code to send RacingFlag event over networkAudio: * All new Caper StockCar incar and external engine sets, plus an AI version. Includes the latest distant rolloffs and trajectoryTracks:* Azure Coast: Add missing textures for buildings, add missing emmisive map,spec and nmp for buildings, tweaked spec map, merged all latest* Northampton: Added National and International (AIW is wrong in International, and free practice is broken in National)Vehicles:* Racer V8: New gearbox data, better spring and damper combos, tweaked aero and other setup items Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted September 23, 2013 Share Posted September 23, 2013 Build 568 (23/9/13, Team Member+)WiiU:* WiiU 0 switch over to Raw Vertex Ptr method for particle systems* WiiU - support for Raw Vertex/Index Buffers (accelerates particle rendering, also fixes the track worn racing line)* WiiU - adjust Gamma down a little (Ged mentioned things look a little washed out)* Fix broken WiiU compilation after recent Gui refactor* CHUD - fix KickOffRendering sequence around Phase3/landscape and forward renderingTracks:* Azure Coast: Added missing emm map for more buildings, polished asstets, merged all latest, tweaked diff & spec mapsVehicles:* Formula C: LODX finished and ready for texturing* Caterham SP/300.R: Front aero settings added, adjusted ride height and bump stops, default setup changes Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted September 24, 2013 Share Posted September 24, 2013 Build 569 (24/9/13, Team Member+)WiiU:* WiiU - enabled multi-threaded shadow rendering* Fix Ambient Shadow MAX_THREADS. WIP RVM multi-threading* WiiU. DisplayLists are now double buffered - fixes crash in release when using threaded renderingTracks:* Azure Coast: Added lights & beams for lighthouses, tweaked emm. maps, added missing emm map for more buildings, polished asstets, merged all latest, added animated light and light asset for lighthouse* California Highway: Add missing spec and ao map for tunnels* Northampton: Textures for Stowe* Northampton GP, National and International - New complete AIW's with Main path, corridors, racelines, corner markers , etc... All working pit lanes. National needs the garages opened, so I set the first garage spot to be out in pit lane for now so you don't start behind close doors. Grids set to 32* Eifelwald (All variants): New exportsVehicles:* BAC Mono: bump stop and ride height adjustments. Default setup tweaks. Merged tire with identical Ariel Atom V8 and renamed to Proximus T777Build 568 (23/9/13, Team Member+)WiiU:* WiiU 0 switch over to Raw Vertex Ptr method for particle systems* WiiU - support for Raw Vertex/Index Buffers (accelerates particle rendering, also fixes the track worn racing line)* WiiU - adjust Gamma down a little (Ged mentioned things look a little washed out)* Fix broken WiiU compilation after recent Gui refactor* CHUD - fix KickOffRendering sequence around Phase3/landscape and forward renderingTracks:* Azure Coast: Added missing emm map for more buildings, polished asstets, merged all latest, tweaked diff & spec mapsVehicles:* Formula C: LODX finished and ready for texturing* Caterham SP/300.R: Front aero settings added, adjusted ride height and bump stops, default setup changes Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted September 28, 2013 Share Posted September 28, 2013 Build 572 (27/9/13, Team Member+)GUI:* New dialog box for emails and offers with dummy data ready for art pass -> Accessible under Career Dashboard -> Inbox -> Select dummy email* Added ability of rotation for HUD objectsWiiU:* WiiU Thread Setup for RVM/Envmap and Phase3 rendering* WiiU - tweaked Gamma down again* HUD Mirror rendering optimised for WiiU - uses it own aliased targets for phase1/2/3, removing a texture copy. Increased Mirror resolution + all in MEM1* WiiU Increased thread priority for RenderThreadsEnvironment:* Fix for track tunnels getting loaded too early* Fix for lens flares on during the day. (and sometimes off at night)Tracks:* Northampton: GrassExclusion.xcl added* Azure Coast: Added new textures for the lakeVehicles:* BMW Z4 GT3: Bug fixesBuild 571 (26/9/13, Team Member+)WiiU:* WiiU - various command buffer call state fixes + redundant sampler setting caching* WiiU warning fix (CarPreviewObject)* Rain lighting corrected - ambient-and-shadow buffer alias created for particles shadowingGUI:* Career Inbox GUIHandlerPhysics:* Ovlivegreen_Street flash tread for the Caterham Classic - upped the temperature build slightlyTracks:* Azure Coast: Added spotlights along the track, added new fx maps, added cars, vendors, anim heli and plane, added 2d+3d palmtrees, added 3d+bb crowds, added rain blockers and leaves areas, added BBQ smoke* Volusia Speedway: New Complete AIW's for the loft changes. Also added 37 pits spots and a working pit lane path for both layoutsVehicles:* BMW Z4 GT3: Cockpit animations added, added AO, damage* Racer L4 & V8: Small aero tweaks. Fuel efficiency set* Formula C: Exteriors mapping/textures WIP01Build 570 (25/9/13, Team Member+)WiiU:* WiiU shader parameter setting optimisations* Support for rendercontext SlopeScale bias (polygon offset in GX2 speak) : fixes shadow z-fighting/mothershipsGUI:* Adding Career Inbox Placeholder UIPhysics:* Tires: added buckling induced resistance, new FC "B" tire with buckling and other adjustments, canned FFB disable tweakers* MRF-G tire: Changed load damping biasTracks:* Northampton: Added Tirewall -Trackedges -loft changes -GuardRails -Collisions -raceline for national and international* Northampton: New Stowe textures* Eifelwald Sprint short, Sprint and Mullenbach: New AIW's. Complete with working pits (except mullenbach) raclines and corridors, corner markers. Grids set to 32Vehicles:* Mercedes SLS GT3: LODX WIP2 (Max file only)* BAC Mono: New non-forward aero forces. Minor bump stop changes Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 4, 2013 Share Posted October 4, 2013 Build 576 (3/10/13, Team Member+)Career:* Career Options dialog now in game. Final art, although not connected to career systems, waiting on implementation. Access via Career Dashboard -> Career OptionsGUI: * Fixing Dialog manager to load text DBs correctlyCommon:* Added missing src files to UnityLinux.cpp* Fixes for setting up the graphic levels on first bootPhysics:* Tires: added delay to anti-oscillationTracks:* Northampton: Added nightlights for stowe and national garages added pit stuff for stowe and national tweak lod values for tyrestacks and cones on stowe* Northampton: Fixed garage collisions for Stowe variation -added viewer placed ligthing for stowe and national -continued fixing up offset collisions along the track border of all variations* Anhalt: Physics xml changeVehicles:* Ariel Atom 300 & Mugen: Ride height and bump stops, side aero forces, lowered minimum front springs, removed (fake) alternate final drive ratios* Formula Rookie: Added missing LODX to the export* Ford GT40: Added missing LODX to the exportBuild 575 (2/10/13, Team Member+)Physics:* Tires: FC A/B test, FC I/S/M/R test, anti oscillation attempt, buckling refinementRender:* DX11 Enable Phase3 rendering on a thread (with -dx11MT)* DX11 - fix for flickering shadows bug when using DX11MTRacing Flags: * Created penalties management class, refactored from functionality previously in Timings* Added White flags for slow moving vehicles (currently set to < 30mph in data)* Updated Yellow flags to be used for stopped vehicles (currently set to < 10mph in data)* Added Blue flag, to warn a player when they are about to be lapped* Tidied up the naming conventions used in the Pit Engineer* Refactored the Invalidate Lap from AI Timings & Collision to use the new penalties system* Created drive-through pit stop penalty* Created stop-go pit stop penalty* Hooked in the new penalties to the pit stop sequence scripts - and added them to be called from the new penalties manager* Calling the stop-go penalty when in breach of overtaking during a double-yellow flagAudio:* MercSLSAMG updated to the latest distant rolloffs and trajectoryTracks:* Northampton (All): Added latest assets from Tomas -fixed autograss flooding into and over the walls -fixed lots of mini gaps -fixed lod pop ups -fixed wrong mesh settings and namig of objects causing objects to disappear. Corrected issues found in old 1rst corner of the GP track where there were gravel areas only instead of asphalt and small gravel beds. Adding track.lod files to avoid tree popups in distance* Northampton Stowe: Add new textures for red/white block for stowe trackVehicles:* Formula Rookie: LODA and B interiors mapped and textured. Misc LODX cockpit material fixes. Rain support added* Formula Rookie: Interior DDS texture. Initial check in* Mercedes 190E Evo2: Fixed exhaust positions in CRDBuild 574 (1/10/13, Team Member+)Common:* Code to allow app specifc loading phases* Fixed assert in BMutex destructorTracks:* Northampton: Add textures for Stowe sf gantryVehicles:* Ford GT40: LODX cockpit mapped and textured* Ford GT40: Cockpit DDS texture. All new. Initial check in* Ford GT40: Steering wheel DDS texture. All new. Initial check in* Ford GT40: Cockpit2 DDS texture. All new. Initial check in* Formula Rookie: Aero tweaks, fuel efficiency set, bump stops & ride height, setup changes, brake wear* Caterham SP300R: Minor aero tweaks, adjusted brake wearBuild 573 (30/9/13, Team Member+)Tracks:* Northampton Stowe: Add textures for stowe building and garages, new export* Northampton Stowe: New AIW (Doesn't work with AI in race)* Northampton Stowe: New physics objects* Northampton International: Fixed corner marker in last corner* Northampton International: New export* Northampton National: New exportVehicles:* BMW Z4 GT3: New export to fix lower LODs not working in game Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 6, 2013 Share Posted October 6, 2013 Build 577 (4/10/13, Junior Member+)Render:* DX11 Fix for inside out envmaps (knock on from switching Maths libs)* DX11 reduce the amount of shader memory required when not running multi-threaded* DX11 Renderer – D3DX math removed and replaced with Base Math* Basic.fx shader fixed so that shadows cast on double sided polygons correctly* Additional change to basic.fx to stop the previous double-sided shadow fix from breaking some other casesBase:* BSmallPool: Added trace for small pool sub section on all pools except Debug Pool (to avoid recursion)* stdout and stderr use line buffering on Linux* stdout and stderr use no buffering on WindowsFlags:* Added penalty notifications for HUD & Pit Engineer* Fix incorrect struct size to match data* Fixup logic for blue flagPhysics:* Tires: added delay to anti-oscillationTracks:* Dubai GP, Dubai International, Dubai Cub and Dubai National: Added a working pit area with 36 garage spots for the new open garages. All 4 layouts. Corridor changes for new loft areasVehicles:* Caterham Seven Classic: suspension animations added* Pagani Huayra: Wipers animation speed tweak to match new animations Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 8, 2013 Share Posted October 8, 2013 Build 578 (7/10/13, Team Member+)Career:* GUIHandler for Career Results screen accessible through Dashboard->Career ResultsOnline:* Added "steam mode" flag to dedicated server enumeration. In Steam mode only one fake DS is returned and joined automatically. With this change the game no longer connects to Java-based dedicated servers when running with -steammp command-line optionAnimation:* Fix MGDF writing of animation sequence PlayBackInfo data* Fix animation script builder queued animations missing custom playback info and add memtraces. Gracefully handle playing invalid animation sequencesTracks:* Anhalt: Viewer objects added* Northampton Stowe: Added metal gates to block access to outer terrain visually* Northampton: First pass of viewer trackside assets, stowe removed inner collsion mesh, fixed further inaccuries between collisions and render mesh, added paddock pit-trucks and first pass of trackside assets for GP variationVehicles:* Ford MkIV: calibrated CPIT gauges Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 11, 2013 Share Posted October 11, 2013 Build 583 (11/10/13, Team Member+)Steam multiplayer:* Now enabled by default. To run MP on the Java dedicated server, use the new command-line option -javampRender:* Added large address aware flag to all DX9 shader creation calls* Fix CSortList item for all Little Endian platforms* SkyRing alphatest shader can use Transparency Super Sampling in MSAA modesFlag & penalty bug fixes:* Fixed wrong way crash tests, as the 'is going wrong way' variable wasn't being updated when wrong way was disabled* Now including player v player collisions (we have an issue in MP where if someone is DQ'd, the race doesn't end)* Safeguarding flag withdrawl as they can legitimatelly raise & withdrawl on the same frame* Added flag reason to flag network messageCommon:* Enabled LARGEADDRESSAWARE option to access additional memory if available. Increase Game Pool size if this memory is detected tooTracks:* Sakitto: Resaved HUD map as compressed map* Emirates Kartdrome: TRD changes, AIW basic, trd file, uploaded raceline (not yet avaliable in game)* Northampton: Add new textures for race control building and national pit buildingBuild 582 (10/10/13, Team Member+)Steam leaderboards wip:* Added global leaderboard versioning. This is done client-side without any need for server support, and will allow us to do full stat wipes on Steam in the future, with similar behavior to current server-controlled wipes (previous personal bests are wiped and won't be reuploaded to new clear leaderboards)* Updated all stats and leaderboard handling code to support global leaderboard version.* Added support for all Leaderboard calls on PC to target either Java-based HttpApi server or Steam.* Started initial work on Steam leaderboard implementationCommon:* Improved filename handling within GUI Helper Classes to reduce extra copies, and simplify passing around filenames within scriptsRacing flags & penalties: * Implemented black flag* Converted all coloured flag calls to event messages, so it'll be consistent with online* Added disqualification functionality on collision of wrong-way driving* Added new disqualification for not adhering to previous penalties* Fixed blue flag showing up for ghosts bug + showing up for opponents on the same lap* Moved disqualify flow through the penalties manager* Added ability to disable racing flags from data* Added ability to disable certain types of penalties based upon penalty category in dataCameras:* Code to bind camera editor to a particular camera managerCareer:* Connecting CareerResults screen to ChampionshipManager and ProfileDataRender:* Boot sequence textures are no longer affected by texture quality setting (fixes blurry login screen etc)* DX11 MSAA now uses Transparency Super Sampling (most track object and foliage shaders that would benefit)Physics:* Caper Stockcar: New physics. New tire with an oval specific carcass (1-2 mile banked). New tread agian tweaked with lower grip and harder compound. Heating and camber heat generation tweaked to look as close as i can get it for now. Complately new assymetrtical setup tuned for the 1-2 mile banked ovals (although it works pretty well at flatter track like Harrison Pike). (Please don't tweak the setup as our GUI dsen't handle the assymetrical yet. Drive it stock)* Tires: FC carcass test round, internal model refinements* Palmer JPLM: ride height and bump stops, side aero, new dampers and various bits of setup tuningAnimation:* Add animation sequence support to stop all playing animations and stop animation now removes queued animationsTracks:* Northampton: Added tents, vendors, flags and viewer placed trackside stuff to all variations, added checkpositions values to the tracklights files* Northampton Stowe: Fixed collision issue on the inner tyres at Stowe* Northampton National: Fixed rouge armco blocking the trackBuild 580 (9/10/13, Team Member+)Render:* HUD trackmap rendering fix for DX11* DX11/DX9 Renderer support for switching modifiable prim types* Fix for (most) GUI textures being blurred by texture settings. (Also fixes the loading screens disappearing bug when texture level is set to Low)* DX11/DX9 add TextureSpec flag to turn off the texture downsizing that is automatic from the texture detail settings. Use this new feature for the headlight texture registrationBase:* Fixed BNetBuffer var init order and removed error check that would fail cause event processing to failTracks:* Northampton: Added bendable armcos to all track variations, fixed skyring being to bright and too high, added adverts on most prominent advert boards and areas around the track, adding Silverstone Stowe visual metal gates around the outer boundaries of the track (We have another drive throughable armco in National)* Anhalt: Textures change, Anhalt GP physics objectsVehicles:* Caper Stockcar: New tire and physics. New Carcass and tread that works like expected for this vintage Stokcar roadrace bias belted slick. New rear suspension trackbar geometry to even out the left/right issues. Road race soft suspension setup. All cambers and heat tuned Tire temps set the more sensitive layer modeBuild 579 (8/10/13, Team Member+)Base:* BNetBuffer added for serialisation of BAppEvent members in LoadNetBuffer and RestoreNetBuffer, required now when sending across networkOnline:* Move AddEvent_EnterRace_Online to the same frame as MP settings* Updated NodeUserId to include both server-assigned user id and Steam id. Removed explicit Steam id from multiplayer session structures, now the dual node user id is used insteadCommon:* Fix random crash caused by preloading assets in RCFs.TextDB:* Updated textDB with new disqualification messageTracks: * Anhalt: XML texture deleted* Anhalt: Ground cover updated* Northampton: Fixed hovering walls fixed offset shadow casters at fences fixed further occluding issues by too aggressive placed occludersVehicles:* Vehicle damage: Inverted red channel of crumple texture to correct direction* Ruf RGT8: LODX/CPIT interior mapped and textured This post has been promoted to an article Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 16, 2013 Share Posted October 16, 2013 Build 586 (16/10/13, Team Member+)Render/Shaders:* Revert MSAA change for Ultra shadow setting.* Unifies skinning and bone matrices. Now everything uses a define for bone matrix and the skinning header for functions.WiiU* WiiU warning (error) fixesPhysics:* Tires: FC r3, Vintage Flexi update, bias ply work.Base:* Linux logs do not fsync after each write.GUI:* Trackmaps - Eifelwald_Muellenbach, Eifelwald_sprint, Eifelwald_sprint_short - new trackmapVehicles:* Formula_Gulf_FG1000 - Updated AO and added to all LODsTracks:* Dubai - add new textures for fuel station assets* Anhault GP, Anhault National - New AIW's for the new layout changes recently done by Luis. Required new from scratch except for the garage/pit postions were retained.Build 585 (15/10/13, Team Member+)Render:* Improved DX11 ShadowMap resolution in Ultra mode (4x MSAA). Better CSM splits for Main Menu scene.* Fix track lights containers Init/Destroy pairing.* Fix for broken Ghost Rendering (small targets no longer have alpha in phase3 so use the main rendertargets instead - this is of no consequence since only a 256x256 portion of either texture was used)* Fix for bugged Ambient Shadow when using low or medium texture settings* Enable Alternate FE shadow settings. Also allow Ultra Shadows in FE if the settings are at this level (use HIGH level settings otherwise, which was previously forced setting)* Support for specifying a Shadow Settings Index in the Shared Render Data.* Added control for whether or not headlight shadows are used for players and AI cars.Steam multiplayer:* Implemented Steam leaderboard handle cache and leaderboard stat submit API (not tested yet).Physics:* Caterham Classic: Side aero forces, ride height and bump stops, locked in default setup and removed most adjustable options, new suspension geometry (minor change)Base:* Added code to expand TOC hash table if it is fullPenalties:* Disqualification changes+ DQ'd participant now teleported back to garage+ Race screen popped up+ Fixed bug where DQ'd participant was still being expected to finish an online raceVehicles:* Formula_Gulf_FG1000 Added all LODs* Mercedes Evo2 DTM - Textures* Bumped all vehicles revisions for leaderboards resetKnown issues: All Dubai variants with the exception of GP circuit have a hole after pit exit. Keep right when exiting pitsBuild 584 (14/10/13, Team Member+)Render:* Avoiding dummy emap reflections during static emap and dynamic emap rendering* DX11 Surface format optimisations (saves around 40MB of RenderTarget memory + 2% more speed) + fix for Post Processing Src Texture BugAnimation:* Add support for setting script variables directly from script and fix jump handling of invalid variablesEnvironment:* Commandline for env editingShaders:* Added wet track support to basic.fx (DBV reflections, wet surface darkening)Penalties:* Reenabled cut-track penalty for Time Trial modeTracks:* Dubai: Added tyrewall details at pitentry, added pit entry overlay, fixed invisible bump at pit exit, added latest assets from Tomas, fixed missing overlay stripes at pitentry, adjusted csm at pit exit, added proper adverts along start finish lane* Northampton: Added latest assets from Tomas, reopened garage doors which were closed with the latest assets, fixed inaccessible garages at national caused by a gap in the floor mesh, add new textures for transformatory building* Dubai Kartdrome: Added Emirates Kartdrome, change in dynamic file, added dynamic objectsVehicles:* Ford GT40: Fixed a few user flags. Fixed a few unsmoothed faces. Removed static shifter in the CPITKnown issues:* Dubai Kartdrome: When in free practice sometimes you spawn inside the pitboxes leading to some dificulties on the exit due to collision placements. In time trial you spawn into the void, so avoid this mode for now* Ghost System: The ghosts when loaded have a black square flashing around them* We still have issues with DQ's and online races not finishing once someone has been DQ'd. Fix is being worked on as I type these lovely notes up Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now