VELOCIPEDE Posted June 7, 2013 Posted June 7, 2013 Build 489 (7/6/13, Junior Member+) Base: * Updated BXmlNode to provide access to arbitrary user data * Added BDbgFatalNoReturn. Which is a version of BDbgFatal with the platform no return specifier Race weekend: * Session saving & restoring Debug menu: * Enabled extra controls in debug menu for displaying average luminance value Physics: * Pass dynamic live air pressure values to physics systems * Vehicle dynamics updates: * Volumetric throttle modelling * Tweakers for throttle response * Non-gold csv export of brakemapping and torque volumetric data * New algorithm for engine load used by audio systems * Adjustable brake mapping and restrictor plates * Ambient pressure considered as part of throttle response * Per vehicle EDF updates to use new systems * Updated switch from loading state to race to proceed physics sync immediately Environment: * Added controls to allow us to be able to scale the lighting on vehicles * Added 15 percent saturation to clear 3 with new colour cube * Clear 03 yellow sun tint reduced a touch * Clear 02 emap boost/ambient reduced so that it can be compared to higher value in clear 05 * Clear 3 sun colour test, has more yellow hued sun in the day * WTC updates so that sunny and medium cloud conditions have brighter sun, more tone mapping adjustment, more blue sheen at midday and several other tweaks for daytime lighting Replays: * Updated participant snapshot version number. Should fix EOR replays Shaders: * Shader changes to take into account new scalers for vehicle lighting Audio: * Got a lot further with the distant echo, amplitude rolloff and LPF occlusion for the the external engines, backfires, splutters and gearshift sounds of the 4 testbed cars (Caterham R500, Zonda R, Formula A and Capri Group 5). I've also done a quick pass on the engine dynamics in an attempt to create a more realistic ramp in volume and engine loads. The Capri Group 5 engine no longer has the weird popping sound like its misfiring GUI: * New icon for Edit HUD Tracks: * Northampton Classic: New road and runoff materials, reworked pit buildings and stands, added grass tufts to runoff area * Azure Circuit: Moved first garage position to fixed damaging the car on load, added more road patches, seams, improved road textures a bit, back to high rez version of the main road texture and fixed alpha channel, darkened a bit whitelines, created new diving board+added slide and stair/rails to it * All Track TRDs: Added Altitude data for all track TRDs * Added new track.... Fort Felix Vehicles: * Mercedes SLS GT3: Added placeholder lights and mirrors * Ford Mustang Boss: Added placeholder lights and mirrors * Lotus 98T: New modal carcass and Flash tread. Enabled some wear and heating for public testing. Not sure amounts as I'm doing it mostly by feel. Lotus 78 - same caracass and flash changes as the 98T. also has wear and heating enabled nuovi video qui This post has been promoted to an article
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