Project CARS Build 536 (10/8/13, Team Member+) - Project CARS (ex C.A.R.S.) - DrivingItalia.NET simulatori di guida Jump to content

Project CARS Build 536 (10/8/13, Team Member+)


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Build 536 (10/8/13, Team Member+)
Render:
* Changed matrix number from char to s8 to ensure code compiles correctly regardless of the default setting of signed or unsigned chars in the various platform compilers
WiiU:
* WiiU shader/fx handler fix for mismatched lighting data when missing shadows
* WiiU streaming buffer tweaks for main load sequence
* WiiU culling cpu optimisation + fix for Modifiable lockbuffer return code.
* WiiU bug fix for incorrect texcoord input name for instanced rendering
* WiiU: Set 'char' to default as signed for consistency across platforms
* Billboard shader fix for WiiU (second attempt!)
Audio:
* Some tweaks to transmission wobble
* Completed trajectory filter. Added transmission wobble
* WIP for Trajectory filter, now added to AI and chase cam's.
Enviroment:
* SimApp corrected (excluding lit particles cpp files from build)
* Rain and snow particles lighting
* WTC and texture edits for rain particle lighting tech additions
* Lighting shaders adapted for lit particles rendering - using/omitting normal vs light-dir diffuse level
Physics:
* Mercedes SLS GT3: Physics and setup changes for CPFT week 4. GT Slick - Greenflash gets a new experimental grip mix
* Pagani Zonda R: Yet another default setup adjustment
GUI:
* 'Personal Best' renamed 'Session Best' on telemetry screen
Pit Stategy:
* Added Pit Strategy strings
Tracks:
* Volusia: New export
Vehicles:
* Ford MkIV: Added 4 real liveries

Build 535 (8/8/13, Team Member+)
Audio:
* Added 'trajectory' param, based on car angles to camera
* Enabling new 'trajectory' parameter for directional trackside audio. Currently experimental settings only
* The Atom 3 SC limiter no longer beeps like an alarm on the limiter. I changed the supercharger profile so it's not audible at the limiter and also eq'd out a high frequency from the limiter sound samples
* The Atom 3 SC no longer shares engine audio assets with other vehicles
WiiU:
* WiiU fix for Late Anim Tick causing loading crash
* WiiU fix for missing SRGB GUI textures causing a renderer crash
* WiiU: Fixed post build process cmd line
* WiiU: Re-enabled loading of script pakfiles on consoles
* WiiU: Added missing APP_NAME preproc to GamePhysics
* WiiU: Fixed incorrect input enum
* WiiU: Fixed post build process cmdline
Physics:
* Tires: 'bite' parameters added to FlexiCarcass, auto FFB scaling option, soft clipping FFB option
Render:
* DX11 Fixed fast-path for shader constant shadowing (first part of exploding bones in MT fix)
* Project exlcude file fixes
* Early implementations for the Generic Buffer classes
Animations:
* Formula Gulf FG1000 : initial alpha2animations
* Lotus 98 (modified driver positions and steering animations)
Tracks:
* Bannochbrae: Terrain completely reworked, new textures, trees added/repositioned. ALL WIP
* Volusia: New export
Vehicles:
* Formula Gulf 1000: Fix for piece of cloth clipping through: changed position of feet on pedals , raised by 2 cm
* Ford GT40 MkIV: Removed errant space in filename that was breaking the custom liveries

Build 534 (7/8/13, Team Member+)
Render:
* Resource Management refcounting made threadsafe using Atomics on all platforms
* Removed refcounting/removetexture sequence on SetDefaultEnvmap - there was potential for this to be not threadsafe (one thread could increment the reference while removetexture was in the middle of deleting it, and the code was really just 'housekeeping)
Audio:
* Fix for gear wobble affecting frequency of engine sounds using a frequency multiplier
* Atom 3 SC and SP300R checked in with a fix to the octave pitch issue. I also fix the issue causing the Atom 3 SC engine not to play. Both now have gear wobbles
GUI:
* Added 2 new Pit Strategy screen text lines
Physics:
* GT Slick - GreenFlash: Changes to camber response and a significant rebalancing of the various grips. May be slightly faster than before
* FFB: Default tweaker based on the Zonda R file which got good feedback in last test
Tracks:
* Azure Circuit: New export
Vehicles:
* RUF RGT8: LODX model done
* Pagani Zonda R: Changed roll bar stiffness
* Pagani Zonda R: reduced bump steer on both ends. revised default setup for new tire
* Formula B and Caterham SP300R: Removed boost until a more accurate system is developed
* FG1000: Switched to new BAC Mono sound as a better placeholder
* BMW M3 GT4: Tweaks for red rim textures
* BMW M3 GT4: Added last 2 liveries + fixed #32

*KNOWN ISSUES* Ghost saving and loading seems to be broken at the moment. It is a server side fix we think, so will keep you guys up to date.

Build 533 (6/8/13, Team Member+)
WiiU:
* WiiU minor fix for initial small deferred target setup in BeginFrameTasks (also was missing MAX_RENDER_THREADS variant)
Render:
* Lighting fixes for Rear View Mirror when rendering in MultiThreaded mode
* DX11MT Fix Dynamic Envmap default envmap setting + don't overlap static/dynamic envmap rendering for now. Fixes flicker fences in main view
* (All platforms) DefaultEnvmap can be set per renderthread
* DX11MT fix for hang on race loading at night
Audio:
* Atom 3 SC incar and external engine set, plus an AI version.Including all the latest sound events such as int/ext gearshifts, backfires/splutters and distant based effects and roll-offs.There is no gear wobble - those wild octave pitch changes are somehow related. So I've removed this until the code guys can nail down the cause
Tracks:
* Derby: Crowds - fixed floating and cutting crowds, updated wrong positions
Vehicles:
* BMW M3 GT4: Added 16 user created liveries
* BMW M3 GT4: Added colour variations for rims + cpit paint
* Ford Focus: Added LODX wheels and tires

KNOWN ISSUES: The Atom is missing its engine audio and sounds like a Jet at the moment. We are also missing 2 of the new BMW liveries.

Build 532 (5/8/13, Team Member+)
Audio:
* Adding pit to car warning speech placeholder examples for testing only
* Adding placeholder pit to car timing speech examples for testing only
* Adding pit to car calls (placeholders) for testing functionality ONLY
Render:
* DX11 - fix for heathaze 'everything goes black' bug
* DX11 - Rear View Mirror rendered on a thread with -dx11MT. Also fix initial rendermode startup setting for all threads
* DX11 fix for problems with instanced rendering when multi-threading. WiiU/DX11 Lighting and Fog values are now per thread which was required to fix the envmap flickering. Also fixed the remaining 64bit issues with the renderer
* Appside changes to Environment manager and RenderTasks to correctly pass renderthread id to Lighting Updates
WiiU:
* WiiU compilation fixes
Misc:
* Added excludes for unnecessary Awesomium, Bink, PhysX, and Steam files to Steam upload scripts
* Moved all Pit Engineer script tweakable values, into HRDF for data tweaking by design
Physics:
* AI race start future lateral calculation tweaks; Debug render text adjustments
* Additional diff logic for AI for stability
* Tweaks to throttle and coasting calculations
Text:
* Added Pit Strategy screen text to the database
Tracks:
* Derby National/GP: Fixed bunch of floating assets, still some remaining, will do second pass, fixed remaining viewer assets positions due terrain changes, updated static assets placement due terrain changes, second pass on floating static assets, continued inner terrain modelling/detailing -added Jans latest assets
* Volusia - add new big stand with interiors, add textures for big main stands
Vehicles:
* BAC Mono: cockpit vibrations added; cockpit vibrations added
* Ford MkIV: Added custom livery support; Various fixes + UV mapping changes; changed UV mapping + various fixed

Build 531 (2/8/13, Junior Member+)
Render:
* DX9/DX11 various 64bit Rendering fixes
* DX11 fixup Threadsetup params for envmap, forward rendering etc
* GraphicsConfig - turn off auto texture resolution reduction with low OS memory in Aries
WiiU:
* WiiU CommandBuffer(displaylist) support implemented (required for multi-threaded rendering)
* Add GX2Invalidate queueing for command-buffers
* WiiU fixed R8 textures to broadcast red to blue and green channels to work with shaders expecting L8 style inputs
Controls:
* Mouse Steering added
* Also added mouse L&R button-swap detection
GUI:
* Re-saved the HUD_Messages.xml with Subtitles page layer turned off (fixes rouge messages (just for you Doc smile.png))
Tracks:
* Derby: Continued inner terrain modelling, 1st grid marking fixed, width of gate close to starting area fixed,added Janos assets, applied dirts and skids to all of the kerbs, fixed gaps in terrain, continued texturing and modifyfying the inner and outer terrain as per latest references
* Bathurst: Added metal barriers and moved them to match new updated csm, added trees at area left of the track after elbow
Vehicles:
* Z4 GT3, M3 GT, Zonda R: Added data for filtering realistic driving aids
* FG1000: CPIT display: changed default units to metric
* FG1000: Fixed cockpit display RPM lights
* FG1000: Added missing display data file
* FG1000: Added cockpit display + fixed exhaust backfire position

Build 530 (1/8/13, Team Member+)
Race Engineer:
* Race Engineer text tidied in both the TextDB and UI
Launcher:
* Added warning window to launcher that informs about the migration to Steam
Tracks:
* Bathurst: Fixed minigaps found around the track, added extended roads after ellbow, added parking area in front houses, added blend edges, added earthy sideroad running away form track, switched shader from ground transition to ne wground transition, added/corrected asphalt areas behind pitbuilding, fixed mapping issues on left of first curve, fixed missing trackedge on long straight
* Derby: New texture maps
Vehicles:
* Tires and Kart: work on FlexiCarcass, next pass on CPFT kart
* Pagani Zonda R: New FFB tweaker
* BMW M3 GT: (slightly) revised physics and new default setup. Camber response change to GT Slick - GreenFlash
* BMW M1 Procar: New flash tread based off the capri tyre. Basiclly a hard version of the capri. New chassis setup for the new tire along with some brake heat peak changes to keep the rear brakes from unbalancing the rear under brakeing once hot
* Lotus 49: Added some heating to the carcass to keep the temps up. Added some grip off the driving surface

Build 529 (31/7/13, Team Member+)
SDKs:
* Updated project to use PhysX 3.2.4.
Base:
* Updated project configurations for x64 platform
* Fixed compile issues for x64 platform
Team Engineer:
* Added Team Engineer system
GUI:
* Longitudinal CG exposed in Tuning GUI screens
Render:
* DX11 Fix for shdows on treewalls
Vehicles:
* FG1000: UV mapping for paint, UV mapped CPIT display, various fixed
* FG1000: UV mapping
* FG1000: Prepared for custom liveries + runtime file fixes + ambient shadow
* Ruf RGT8: Improved wheel textures
* Ruf RGT8: Prepared for custom liveries
* Pagani Zonda R: Adjusted ABS effectiveness, lower default steering ratio, higher FFB tire force multiplier

Build 528 (30/7/13, Team Member+)
Replay Cameras:
* New set for Belgian Forest Karting Circuit - first pass
Audio:
* New BAC Mono high RPM deceleration samples without the popping "blopping" for both incar and external engine sets
Tracks:
* Bathurst: Fixed minigaps and collision issues around bathurst track
* Derby: New texture maps
Vehicles:
* Formula Gulf FG1000: External textures/mapping complete, material setup, lights setup, lightglow billboards added, new textures added, overlay polys added, mesh updates, etc
* Formula Gulf FG1000: Wheels dds texture. New texture, initial check in
* Formula Gulf FG1000: tire dds texture. New texture, initial check in
* Formula Gulf FG1000: misc dds texture. New texture, initial check in
* Formula Gulf FG1000: lights dds texture. New texture, initial check in
* Formula Gulf FG1000: brake disc dds texture. New texture, initial check in
* Formula Gulf FG1000: badges dds texture. New texture, initial check in
* Ruf RGT8: UV mapping

Posted

:wub:

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Posted

Build 536 (10/8/13, Team Member+)
Render:
* Changed matrix number from char to s8 to ensure code compiles correctly regardless of the default setting of signed or unsigned chars in the various platform compilers
WiiU:
* WiiU shader/fx handler fix for mismatched lighting data when missing shadows
* WiiU streaming buffer tweaks for main load sequence
* WiiU culling cpu optimisation + fix for Modifiable lockbuffer return code.
* WiiU bug fix for incorrect texcoord input name for instanced rendering
* WiiU: Set 'char' to default as signed for consistency across platforms
* Billboard shader fix for WiiU (second attempt!)
Audio:
* Some tweaks to transmission wobble
* Completed trajectory filter. Added transmission wobble
* WIP for Trajectory filter, now added to AI and chase cam's.
Enviroment:
* SimApp corrected (excluding lit particles cpp files from build)
* Rain and snow particles lighting
* WTC and texture edits for rain particle lighting tech additions
* Lighting shaders adapted for lit particles rendering - using/omitting normal vs light-dir diffuse level
Physics:
* Mercedes SLS GT3: Physics and setup changes for CPFT week 4. GT Slick - Greenflash gets a new experimental grip mix
* Pagani Zonda R: Yet another default setup adjustment
GUI:
* 'Personal Best' renamed 'Session Best' on telemetry screen
Pit Stategy:
* Added Pit Strategy strings
Tracks:
* Volusia: New export
Vehicles:
* Ford MkIV: Added 4 real liveries

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