Requisiti minimi e info utili + Build notes - Page 27 - Project CARS (ex C.A.R.S.) - DrivingItalia.NET simulatori di guida Jump to content

Requisiti minimi e info utili + Build notes


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Posted

Build 606 (14/11/13, Team Member+)
Next-Gen:
* Xbox One - enable multi-threaded rendering of RVM, Phase3, Envmap and Shadows.
* XB1 debug configuration defines fixed.
* Xbox One - add ESRAM support markup to Texture/Target interfaces. enable ESRAM on envmaps,rvm and phase 1 and 3 main render-targets.
* Xbox One, bump binary mesh format version number
* Xbox One - use D3D11_CREATE_DEFERRED_CONTEXT_TITLE_MANAGED_COMMAND_LIST_OBJECT_LIFETIMES for deferred context - improves
* Enabled full optimisation on XB1 shader compile (now that I know it all works )
Environment:
* Also added pretham skies back, now in clear 6 slot
* Dynamic cloud shadow in lighting shaders: cloud shadow is generated by thresholding from a texture, threshold controlled cloud shadow tech added to allow different cloud size, cover and softness in the different conditions - wtc and cloud shadow texture edits.
* NOTE: delete local wtcs in lighting edits as the opacity slider has been fixed so it is the right way. Any old wtcs will have dark clouds cover when should be light and vice versa.
GUI:
* Added PitText database
Career:
* Saved DamageMode setting in CareerOptions is now used in career races (set and cached, as there's a per-frame check). Defaulted to Visual to match QuickRace
Physics:
* Lotus 49: adjusted grip down on default tires to achive 1.2-1.3 on the skidpad.
* Caper Stockcar: Replaced old Bodywork Shader.
Vehicles:
* Mercedes SLS GT3: All exterior mapped & textured, merged in Daniel's CPIT stuff, new lights setup, lightglow billboards updated, LODA created from cloned LADX, LODC, LODD updated, CPIT chassis/engine updated, windscreen setup (UV1,2,3,4 mapped, normals flipped), windscreen reflections added, brakedisc glow setup, user flags checked/set, etc.... initial check ins.
Tracks:
* Dubai Autodrome (All): Fixed microgaps, fixed step in road on turn 0, adjusted road colors, updated csm meshes, fixed missing terrain parts in the variations
* Volusia Circuit: Grass exclusion changed.
* Volusia circuit: AIW starting positions changed

Known Issue:
Volusia Speedway - When using Detailed Grass ON at this track, it will lead to a CTD.

Build 605 (13/11/13, Team Member+)
Render:
* DX11 - Fix for Device permanently locked on VBDecl creation failure
* Fix for high quality spot shadows not rendering when there is no directional shadow set
Career:
* Deactivated ChampionshipManager when returning to main menu, to stop it affecting participant setup in other modes
* Removed placeholder qualifying session from Career RaceModeInfo as a workaround until session information is passed in properly for Career. There was an issue where Career races can start from pits after playing quick race, due to a script sequencing issue
Crash Fixes:
* Change to the way we disable postprocessing. Fixes crash happening
Driver Outfits:
* Driver outfit selection (back-end work)
* Added outfit selection profile structure
* Added hrdf data layout
Environment:
* Casey's clamp tweaks for cockpit exposure increased the brightness at night. some conditions needed tweaking to counter, mainly rainy clouds and overcast night skies. Also tweaked the rain fall opacity as it was too bright throughout the day in all wet conditions
Shaders:
* Fix for shadow mothership bug
Tracks:
* Eifelwald GP (All Variants): Fix of shaderpaths and tewaks on the road
* Besos (All Variants): Tweaked vertex coloring and textures brightness for roads and side roads, fixed CSM fatal errors, fixed some non-stitched holes in the mesh
* Volusia: New export
* Henrico: New export
* Dubai: Add new textures for marshall hut and start gantry for kart
* Eifelwald: New AIW with updated groove and corner markers
* Florence (All Variants): Fixed of fatal errors in CSM, repathed shaders to common, tweaked road brightness (wip, to be swapped to roaddbv), additional road detail texturemap
* Bologna (All Variants): Fix of fatal errors in CSM export, fix of materials, repathed texturemaps and shaders to new common folder, adjusted roaddbv-gravelbed
Vehicles:
* Vehicles: further adjustment of cockpit exposure on certain cars
* Caper Stockcar: Animation file. Updated Bonnet Cpit animation.Removed Cpit Bonnet Skin to get the car working in game until we find a proper fix
* Lotus 49: Proper ZF gear ratio selection
* M3 GT, GT4 and MP4-12C GT3: Opened up bumper cam adjustment range

Posted

Build 607 (15/11/13, Team Member+)
Next-Gen:
* Sets up PS4 for multi-threaded rendering.
* Adds thread settings for PS4.
* Added buffer validation to prevent bad buffer on first frame. (Autograss).
Render:
* Makes vram allocs thread safe. Lots of fixes for multi-threaded rendering. Fixes issue of compute shaders not being cleared on a split render list. Makes cue local.
* Fix for lighting not being updated (shows up if running phase 3 threaded.)
Career:
* Added checks so that Seasons and Career types can be distinguished even though they're both using Championship data. Simplified some Common CareerOptions tests, as the fallback data is Seasons
* Hooked up CareerOptions Autopit so it carries through to Career races
Physics:
* Lotus 49: Raised switchover (blow-off) point of dampers from low to high speed damping. Seems to help smap back during slide control. Added more decell lock to the diff.
Vehicles:
* Mercedes SLS AMG: Mesh naming changes, fixed shadow gaps
* McLaren MP4-12C: Mesh naming changes, fixed light setup
* Mercedes SLS AMG + McLaren MP4-12C: New collision export after mesh naming changes
* Caterham SP300R: Tweaked RPM lights, fixed HUD tacho
* Mercedes 190E Evo2: Added windscreen banners for liveries, added 20 liveries, added rim colour variations
Tracks:
* Volusia: Rollback Grass Exclusion to revision 1 (fixes the crash reported previously)
* Lakeville Raceway: Added new variants Short, National (Not yet in game)

Posted

Build 609 (19/11/13, Team Member+)
API:
* Shared memory V5: Created ParticipantInfo struct, Moved mName, mWorldPosition, mLapsCompleted, mCurrentLap, mCurrentSector, mCurrentLapDistance, mFastestLapTime, into new struct. Added new mIsActive parameter to struct, Participant name is now using the 'display' name, Added tyre tread temp, Added tyre layer temp, Added tyre rim temp, Added tyre internal air temp
Render:
* Crash fix for non multithreaded dx11 setups when you have direct debugging enabled
* Tidy up of render list.
* Fog parameters are now in their own constant buffer
Next-Gen:
* Fix for PS4 compile errors.
* PS4, updates FX loader to support NULL pixel shaders, also uses extra attribute information
* Updates shaders to remove pixel shader on shadow gen on PS4
* Xbox One now has it's own directional shadow (lookup) path
GUI:
* Camera info debug view
* Driver Customization: Initial data + RCF prototype for mesh selection
Physics:
* Lotus 78: Ride height and bump stops + other updates
* Lotus 49: New Modal carcass tire. Bow, Longitudinal and twist stiffness better matched with twist a bit stiffer than the rest. Flash tread base grip dropped, removed adhesive grip, but added more proportional tear grip (for when sliding). It mixes together nicer and more convincingly than the previous modal tire
Environment:
* Basic3Dfoil.fx tree ambient boost tuning
Vehicle:
* Vehicle damage: Disabled physicstweaker damage until we properly start tuning it. This temporarily cures the Full Damage top speed bug
* Mercedes SLS GT3: Prepared for custom liveries
* Mercedes 190E Evo2: Replaced 1 livery + added gold rim variation
Tracks:
* Dubai Autodrome/Kartdrome: Add new textures for silo and facility building

Build 608 (18/11/13, Team Member+)
Next-Gen:
* Sets PS4 sampler degamma based on srgb type, this fixes issues with BC compressed textures not being sampled srgb. Also set PS4 Z sampler filter based on mag filter, this fixes the issue with banding in sky. Updated PS4 spot light shadow settings
* PS4 now uses SSE to perform cube blending
Physics:
* Tire: FFB change, rollover, inclination wrt rollover, expose heat parameters
* Tires: Lotus 49 default FFB
GUI:
* Camera switch support - first pass only
Environment:
* Added vehicle spec scaler key to clear 6, a more hazy clear 6 for variation
Render:
* Adds multi-thread support to set/get global vector and set/get global matrix. Various render tasks and setups altered to match. Fix-ups for PS4/XBOX360/PS4/DX11/DX9/WIIU
* WTC Files: First attempt on windscreen reflections update
Tracks:
* Fix for internal overflow on autograss at Volusia
* Dubai Kartdrome: Add new textures for kart bridge
* Eifelwald: Long/Lat Co-ord fixes and changed track type to Point to Point instead of circuit (Non-GP version)
* Northampton (GP,NAT and INT variants): New export
Vehicles:
* Mitsubishi Lancer Evo X: Added cockpit display, New collision export because of naming changes
* Ford Focus RS: Added cockpit display, Mesh naming changes, fixed side windows emapping, new collision export because of naming changes
* Mercedes SLS: Cockpit display tweaks
* LMP P30: Cockpit/Interior/Steering wheel DDS texture (Initial check in), Driver anims (alpha 1)
* McLaren MP4-12C: Driver anims (alpha1)

Posted

Build 612 (22/11/13, Team Member+)
Next-Gen:
* PS4, changed draw buffer submit, so all committed before flip in one batch, stops mid frame stall.
* Xbox One - Support for PIX markers/events
* Xbox One - threads setup / startup sorted
GUI:
* Allowing the monitor map to work even if the user has selected the "disable HUD map" option. Also implemented full restoration of HUD map state based on profile HUD options. Finally, map will always be loaded in game so it is available for the monitor.
* Fixing monitor bugs: helmet overlays are not stuck on screen and camera cycles work regardless of the camera state going into the monitor. All cameras are still restored to pre-monitor state when monitor is closed.
* Leaving the cockpit mirrors alone in monitor mode so they no longer disappear.
Render:
* Fixed DX11MT crash with new Phase1 rendering
* Addition of new world flare.
Weather:
* New red corona effect
Physics:
* Formula Gulf FG1000: FFB now using mechanical trail calculated from physical model
* Pagani Zonda R: Testing McLaren MP4-12C GT3 dampers, updated spring rates, balanced FFB strength to accurate mechanical trail
* Lotus 78: Fixed forgotten square of the front motion ratio.
Vehicles:
* Mclaren MP4-12C: Driver anims (alpha 2)
* Formula Gulf FG1000: Textured interior, fixed bugs and new cockpit sides for cleaner reflections
Characters:
* Driver: re-export due RCF changes/fixes, driver_overall RCF path fix for custom livery, initial helmetview textures relocation, initial helmetview for GT_overall driver, helmetview + RCF and materials fixes
Tracks:
* Dubai Kartdrome: Added polished covers, polish textures for tyrewall, fix mapping issues, update nmp,spec,dif map for tyre stack
* Dubai Autodrome: Added new textures for tyrewall covers, polish normal texture for tyre walls

Build 611 (21/11/13, Team Member+)
Next-Gen:
* Xbox One: Switch over to Xtended D3D11 device
* Xbox One: Switch over to Xtended deferred contexts to allow access to fast constant/buffer setting functions
* Xbox One: Fixup Texture loading through File paths
Render:
* Fixed an issue with instances and the new vertex declaration creation at load-time + add static binding for meshes loaded from memory.
* DX11: Index/Vertex Buffer redundant setting elimination
* DX11: 94% of Vertex Declarations are now created at load-time, reducing potential for D3D11 resource creation causing stuttering.
* DX11: Threads are now allocted on demand, render tasks now pull from a ring buffer.
* DX11: Fix for 32 bit platforms
* DX11: Increased render threads.
GUI:
* HDR Exposure: Control changed to improve effect when running on SLI hardware
* Fixing scroll bars, fixed scrolling issues for lists
* Fixed the monitor map inconsistencies arising from different HUD cycle modes.
* Separated DriverNames to it's own textdb
Physics:
* Updated physics material HRDF header file to allow for finer tuning of material properties.
* Mercedes 300SEL 6.8 AMG: initial pass at physics
Tracks:
* Dubai Kartdrome: Added latest assets from Tomas, new skyrings, new closer terrain meshes form GP track, fixed missing parts of big tribune at end of start finish straight of GP track
Vehicles:
* BAC Mono: Updated paint setup, black area not paintable (BAC request)
* Caterham SP300R: Fixed offset exhaust positions
* Ford GT40 MkIV: Improved light setup
* Formula Gulf FG1000: Interior DDS texture. Initial check in.
* Mercedes SLS GT3: Fixed exporter warnings/errors

Build 610 (20/11/13, Team Member+)
Next-Gen:
* PS4, adds performance analyser.
* Platform specific SG handling (PS4).
* Fix for PS4 compile errors.
* Adds PS4 performance lib.
TweakIT:
* TEMP fix for oddity regarding vertex stream values affecting DX11 for IMB meshes when collating meshes in the Camera Editor
* Camera info debug view: orientation and fov added, dof ranges changed
* DX11 tweakit live view fix
Render:
* Fog parameters translation to keep maxIntensity less then or equal to 1 to avoid need for additional saturate() in shaders
Career:
* Flipping the unintuitive AppEnum toggle values for CareerOptions.
GUI:
* Stability pass for the monitor map screen and proper restoration of HUD state. Also bug fix for monitor map rotation and logic simplification for the monitor mode.
* Monitor level of detail improvement, Monitor now uses higher detail render buffer for the full map render.
* Trackmaps - new trackmap for Northampton Stowe
Physics:
* Fixed Formula A number of gears
* Lotus 78: Fixed typo in motion ratio calculation. Increased rear springs to keep handling in the same place.
Vehicles:
* Mercedes SLS GT3: various checks/fixes, started proper CPIT meshes
* Caterham Classic: LODA and B interiors polished, mapped and textured. A couple of small LODX/CPIT interior fixes made too, added Interior DDS texture. Initial check in.
Tracks:
* Dubai Kartdrome: Added new textures for small_hut

Posted

Build 613 (25/11/13, Team Member+)
Next-Gen:
* Fix for PS4 debug build.
* Fix for PS4 compile error.
* Fix for missing PS4 render file.
GUI:
* New F1 menu item for adaptation type, which was accidentally missed from previous check in
Weather:
* New texture referencing system, allows for only the texture in use to be loaded. (backend work)
* New climate system , allows for unique condition overrides based on location. (backend work)
Physics:
* BAC Mono: Testing the F3 r3 carcass with street tire tread. Softer anti-roll bars.
* Mitsubishi Lancer EVO X FQ-400: Applied Nic's setup as default
* Pagani Zonda R: default setup tweaks. reduced FFB strength a bit
Vehicle:
* Mitsubishi Lancer EVO X FQ-400: Fixed missing LODX grilles
* RUF RGT8: Various optimizations + prepared for LODs, calibrated gauges, various optimizations
* LMP RWD P30: Driver animations
Tracks:
* Dubai Kartdrome: Fixed collision mesh, remove from selection some tyres and add dynamic tyres in viewtool around the floodlights, added dynamic tyres around the floodlights

Known issues:
- When keybinding (keyboard keys) it will not display which one you pressed and instead show a [0], but they will work as they should.

Posted

Build 614 (26/11/13, Team Member+)
Next-Gen:
* Xbox One: Updates for gold config. Moved call to set main thread affinity to earlier so that it gets picked up when the main thread is renamed.
* Xbox One: Set correct thread names
* Xbox One: Force main thread onto Core 0
* Xbox One: Fix release linker error with reflection guid
* Xbox One: Updates for release config
* Xbox One: Shader loading switched to non persistent for the time being (saves memory, speeds up loading)
* Xbox One: Use MONOLITHIC fast constant setting and fast sampler setting API's
* Xbox One: Use Write combined command buffers + fast GPU kicks
* Xbox One: PIX Profiling now on a define.
* PS4: Fixes for compile errors.
Render:
* Fix for dynamic env map flicker on multi-threading.
GUI:
* Change texture Find/Get and handle ref counting inside GUIRenderer
* Updated to use GUI 'DoesTextureExist' for better ref handling
* Fix GUITextureHelper::GetCountryFlag to recignise flags loaded using the async loader
* Reinstate GUIRenderer::FindTexture so the race app core GUITextureHelper can use it. Next I will fix up the ref counting to localise it in that function.
* Adding the world record holders to the Quick Race, Time Trail, Multiplayer Create, and Free Practice main menu panels.
Cameras:
* Camera info debug view: Horizontal fov computation corrected, camera orientation corrected to match 3DS MAX angles
Pitbox:
* Added pit crew animation script framework, integrated with existing PitSequence. Updated script animation system with vehicle rendering control. Wheels are hidden/shown as they are changed.
Physics:
* Protection to accessing spindles
* Tires: New FFB topology as an accurate rack, but deconstructable
* Pre-race fuel simulation calculations for each vehicle
* Added triggers to waypoints
* Internal tracking timers in physics uses ms
* Added auto tick frequency multiplier
* Added metrics support for live fuel consumption and fuel left
* Fuel consumption uses same system for AI and player and sample rate increased
* Dynamically update fuel consumption and use
* Added trigger support during accelerated time
* Disable vehicle to vehicle collisions when in pit lane (temporary)
* Added accelerated versions of vehicle and AI update
* PhysX materials use average friction combine mode
* AI race/qualifying pre-race fuel strategy
* AI basic strategy/support for fuel calculations during race
* Minimum physics tick upped to 300 hz
* Split AI system files
Tracks:
* Anhalt (all): Moves grid back behind new start triggers, fixes the count on the 1st lap when racing on it.
* Florence: Backgroundmap updated
* Dubai: Added AO map and concrete wall for apartman02 background building
Vehicles:
* Mercedes SLS GT3: Added cockpit display
* RUF RGT8: Added cockpit display + fixed shift pattern

Known issues:
- FG1000 is not driveable at the moment, it will be fixed soon.
- Ghost car has collisions

Posted

Build 616 (28/11/13, Team Member+)
Next-Gen:
* Fix for recursive singleton on PS4.
Render:
* Enabled phase 1 and static env map MT on PC,
* Adds phase 1 MT, adds static emap MT. Combines messages and command buffers for env maps. Fixes issue with env map flicker on phase 3.
* Updated env maps to create lighting using the correct intensity.
* Updated all platforms to support a different light intensity for emaps, this fixes an issue with multi-threading of env maps.
* Fix for Battle hardened windscreen continual clears.
Environment:
* Emap intensity is now stored as a separate light param.
Physics:
* Disabled car to car collisions for ghost vehicles
* Use physics memory pool for new functions
* Added memtrace to new functions
* BAC Mono: New FFB topology
Vehicles:
* Formula C: WIP LODA complete starting on LODB
* Lotus 49: Added gauges texture, fixed wrong number in oil temp gauge. Added gearstick vibrations, reduced mirrors vibrations a bit, fixes on windshield, windshield textures update
* McLaren MP4-12C: new car specific, driver paddle animation
Tracks:
* Dubai (all): Add small textures for background buildings, fixed intersecting and floating statics

Known Issues:
-Formula A: MP Host car is bugged, wheels don't move and they keep releasing smoke.

Build 615 (27/11/13, Team Member+)
Next-Gen/Render:
* DX11 / Xbox One: Unused shader parameter setting optimisations
* DX11 / Xbox One: Vertex Shader unused parameter optimisations
* DX11 / Xbox One: internal StretchRect no longer needs a constant buffer
* Xbox One: use write combined memory for dynamic geometry
* PS4: compilation fixes
Physics:
* Fix for marking triggers in waypoints
* Added NULL pointer protection during pre-race fuel calcs for P2P tracks
* Fixed non-spindle torque translation case
* FFB: New topology FFB tweaker for McLaren F1 only. Default will switch when all cars are balanced to the new system
* Pagani Zonda R: Softer minimum damper settings (same as 12C GT3), now using default FFB tweaker
* McLaren MP4-12C: Applied physics data from McLaren. Using GT3 suspension geometry temporarily
* McLaren F1: Updated setup with official McLaren data. Added F1 LM suspension settings
* McLaren MP4-12C GT3: New suspension geometry from CAD, added heave spring to rear, revised other setup and aero data to match specs from McLaren
* FG1000: New FFB using pure rack method and no softclip, reduced mirror vibration in cockpit view
AI:
* Test Clearway true when in pre-race, enabling collisions for all vehicles
Penalties:
* Penalties applied (drive through and stop/go) actioned in the AI systems
GUI:
* Adding the track sprites to the Quick Race, Free Practice, Create Online and Time Trial main menu panels
* Added flag for organic overlays
Vehicles:
* Mercedes SLS GT3: LODA interior and steering wheel modelled, mapped and textured
* Caterham Classic: Updated ULTRA settings
Tracks:
* Azure Coast: Added latest assets, fixed some issues found on them like mapping/flags/lod dist, added new VT 3d trees, deleted some bad trees, reworked some sections of central reservation, added new rails+posts, added 2 new carparks, added new fountain, added new small lake, moved casino, fixed terrain, path, sidewalks, terrain, armcos, csm, grasscsm, temp fixed VT stuff where needed. tested
* Eifelwald: Changed the track type back to Circuit from P2P for the full route
* Dubai Kartdrome: Added small huts around the track, fix coll mesh for some parts, add whitebox placeholder for bg buildings, add slightly more trees around background building

Known issues:
- Ghost car has collisions
- Dubai GP has issues in FP mode, where the 1st 2 laps are not counted at all.

Posted

Build 618 (02/12/13, Team Member+)
Next-Gen:
* PS4 - Added metrics and increases number of cores.
* PS4 - Thread allocation now based on initialised number of threads. Render threads set at lower priority.
Phyiscs:
* Tires: Heat falloff refactor, F3 A/B/C, Vintage r2, FC FFB default
Render:
* Renderer fix to prevent crash on exit when run in non-MT mode
Tracks:
* Dubai (all): Added diffuse texture for orange covers
Vehicles:
* Mitsubishi Lancer EvoX FQ-400: Added temperature and time to CPIT display
* Mercedes SLS: Added temperature and time to CPIT display
* Ford Focus RS: Added temperature and time to CPIT display
* RUF RGT8: Added temperature and time to CPIT display
* LMP RWD P30: Prepared for new export, full tire LOD set added, CPIT placeholder meshes added, cockpit and chassis textured

Build 617 (29/11/13, Team Member+)
Next-Gen:
* Build compilation fixes for PS4 & XB1
* Initial checkin for PS4 bbot
Wii U:
* WiiU: Enabled Phase1 threaded rendering + fix ThreadSetup.
* WiiU: Fix for Linear texture corruption on loading.
* WiiU: Compile/link fixes
* WiiU: Volume texture Unlock invalidation fix..
* WiiU: Fixes (shader path error, phase 1 threading disabled)
* WiiU: Minor compilation fix
GUI:
* Driver outfit selection (more backend work)
* Adding a drop down to track selection so you can now select the country of the track from a drop down to filter results.
Pitstop:
* Wrapped macro guards around the pit stop system
* Pit_gasman_01: data for testing, includes update of animations and CATABE (not yet in-game)
Weather:
* Validation check for weather settings.
* New climate tech changes: Ability to force to fixed time of days for weather system while allowing forecast to proceed, ability to force to fixed start times, ability to overload long and lat and timezone based on climate settings, ability to overload wtc based on climate settings, ability to overload weather system time based on start time of day, ability to overload weather long lat and timezone based on start time, ability to overload wtc based on start time and climate, ability to overload track roation offsets (true north) based on start time.
* Fix for lighting edit paths it is now going to profile folder
Vehicles:
* LMP RWD P30: tire dds texture - new texture, windscreen reflections dds texture - new texture, wheels dds texture - new texture, misc dds texture - new texture, lights dds texture - new texture, windscreen banner dds texture - new texture (placeholder), badges dds texture - new texture. (initial check in work)
* Ford GT40 MKIV: Interior DDS texture. All new. Initial check in.
* Lotus 49 windscreen textures minor color tweak, removed not needed texture.
Tracks:
* Dubai (all): New Dynamic objects for Emirates Raceway

Known Issues:
- Game will crash on exit
- Track country filter isn't fully sorted
- Formula A: MP Host car is bugged, wheels don't move and they keep releasing smoke.

Posted

Build 620 (04/12/13, Team Member+) - 312.9MB
Next-Gen:
* PS4: Compile error fixes
Wii U:
* Wii U: Moved resource thread to core 2 on WiiU
Physics:
* Rolling back asymmetrical car setup changes temporarily
Career:
* Removing PreRaceSessionsAllowed for championship data as it handles them itself. Fix for how replay gets at the mode for Championships
Render:
* Sun flare visibility corrected for low GFX settings
GUI:
* Turned off HUD rendering in the post race screen.
Weather:
* Per-Round weather and Time changed to inline, with HRDF fixup (more background work)
Tracks:
* Azure Coast (Full,Reverse,Stage1) : Common export/azure coast rev/added new road marking along the boulevard, reworked sidewalks/pave where needed,added cobblestone around ped crossing areas,reworked walls/rails where needed, reworked trackedges where needed, deleted/fixed old stuff, fixed csm+ grass csm, removed mountain from islands+conformed trees, removed mountain from the skyring, updated sel sets
* Dubai: Change viewer objects position due to the new heights in the 3rd sector, new texture map

Build 619 (03/12/13, Team Member+) - 256.4MB
Controllers:
* Added dampening filtering sensitivity to joypad/keyboard physics and defaulted to 50% (working but no GUI yet)
Physics:
* Restored AJ's STM tyre layer temp change filter
Animation:
* Fix testing queued animation handles playing status, add animation sequence builder memtraces and update animation samples to build with latest.
Career:
* Career rounds can now specify the race mode/session info they want to use (defaulting to QRace), so that practice, qualifying and race sessions can now be used. Championship script updated to handle the new modes. Championship data now handles timed sessions as well as numLaps
* Score data for Career Kart mode, with tidied formatting
* Adding placeholder data for WIP Kart mode testing
Pitstop:
* Hooked in remaining time for the Pit Strategy screen
GUI:
* Added ambient temperature & time of day to LCD motec displays
Tracks:
* Badenring Short: Added/remapped new colored corrected kerbs, added skidmarks, remapped/retextured gravelbeds, fixed errous whiteline being off about 30cm from track
* Badenring National: Added/remapped new colored corrected kerbs, added skidmarks, remapped/retextured gravelbeds, fixed errous whiteline being off about 30cm from track
* Badenring GP: Added/remapped new colored corrected kerbs, added skidmarks, remapped/retextured gravelbeds, fixed errous whiteline being off about 30cm from track
* Dubai (all): Updated ambient occlusion, signs, new texture map, garage canopies, new texture maps

Posted

Build 622 (06/12/13, Junior Member+) - 187.9MB
Next-Gen:
* PS4: Fixed PS4 linking
* Xbox One: Added first pass keyboard support
* Xbox One: Moved resource thread to core 3
* Xbox One: Added updated version of vsscanf
* PS4: Updates for memory management. Drawlists now come from a pool, so does garlic vertex scratch. Command buffers are now cached and garlic flush scratch is per context. This removes all run time vram/onion memory allocation from the low-level renderer.
* Xbox One: Always enable PIX profiling in debug builds + fix renderthreads at 4 for now.
Wii U:
* WiiU: Added Texture invalidate public function
* WiiU primtype fix against latest compiler
Render:
* Renderer's distance scale applied to m_farZ, fix for sun flare disappearance in the center of the screen
Weather:
* Fix for mp always being clear.
Leaderboards:
* Bumped version of all vehicles for stat reset.
Career:
* Type of scoring in Career/Seasons can now be set per-Round as an override to the series.
* Number of racers in Career/Seasons can now be set per-Round as an override to the series (for series where that number changes). Added check for max opponents over all rounds.
Pitbox:
* Instance information (participantID) added to support multiple pit sequences.
* PitSequences are tied explicitly to a single animation script, sends messages directly to it and must explicitly Kill it
* The pit engineer only responds to player pit progress messages
Physics:
* Disabled the disabling of per vehicle forces through FFB tweakers
* Removing redundant controller sensitivity toggle from controller configuration screen and inverting the default value for asymmetrical vehicle setup to avoid losing symmetrical loadouts.
GUI:
* Adding 'render on top' to quads
* Hooked up 'Gamepad Sensitivity Slider' dampening from FE menu, to physics
* Track locations added as dropdown selection
* Setting track location targets camera and sets origin for animation
* Fixed bug with mouse wheel on the object list window with no scrollbar
* Hit test placement of actor on floor when playing anim
* Time based formatting of script optional via checkbox
Vehicle:
* BMW Z4 GT3: Removed Panasonic livery/logos
* Formula A: Added Panasonic livery
* Mercedes SLS GT3: Brighter cockpit exposure for new model
* Racer V8/Racer L4: New paddle-shifter driver animations
* LMP RWD P30: Fixed manufacturer name and shape
* Asano LM11: Changed shape to Prototype
Tracks:
* Oulton Park: Tweaked textures, added details (not yet in-game)
* Multiple Tracks: Racelines from several circuits missing.
* Belgian Forest Karting Circuit: Raceline exported to replace the old that was in Reverse
* Dubai (all): Dynamic Objects change
* Badenring (Short, National, GP): Added green carpets on outer kerbs after turn 1 , Mobil turn, and S?dkurve, Fixed wrong kerb type at exit of turn 11, fixed grenn asphalt area in front of Mercedes tribune, fixed gantry standing on track, added second smaller kerb at exit of hairpin, recolored trackedge, recolorerd graveledges, added round kerbs on outside before last turn and left after hairpin corner.

Build 621 (05/12/13, Team Member+) - 333.7MB
GUI:
* Adding gamepad sensitivity slider to the controller options screen. Not yet functioning. Paul to hook up to system now.
* Tidied up handling of unicode strings with the pit engineer script & interface
* Fixing font data for bad path names
* Mainmenu, OptionsScreen, Audio, Online, Splash Page, SetupScreen, Login screen all updated in preparation for UI upgrade
Pitbox:
* AI pit strategy: Added PitStrategy reset function, Added SetPitStrategy to send AI Strategy events from AI to the pit manager, AI processes LivePitStrategy at checkpoint 2, LivePitStrategy processes pit strategy for AI (only fuel decisions so far)
* Instance information (participantID) added to support multiple pit sequences.
* Added a class to associate pit progress with a participant
Physics:
* Allowing vehicle setup to be asymmetric. Ghost data will be destroyed by this change. Physics still to be updated.
* FFB: Un-disabled the slow speed steering spring on today's new tweakers
* FFB: First batch of cars updated to use new topology
* BAC Mono: Revised setup based on Oliver Webb's feedback.
* Caterham Classic, Caterham R500: New Evon flexi tire carcass for WMD testing. No changes to car setups.
Tracks:
* Dubai: Added distance marks, added signs in viewer
Vehicles:
* Formula Gulf 1000: Reduced mirror vibration, revised FFB on Gulfsport feedback
* Formula C: Ultra detail mvhf added, fully textured, all LODs made
* BMW Z4 GT3: Added Panasonic livery

Known issues:
- Camera speed sensitivity slider wont show values after deleting the profile, once you save the profile and restart it will be fine.



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