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    Project CARS build 261 (Team Member+)

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    Puntualissimi al venerdi, il team SMS ha rilasciato la nuova versione aggiornata del suo Project CARS: la Build 261, destinata questa volta ai Team Member+, porta con sè come consuetudine numerose novità e migliorie.

    Build 260-261 (20/7/12, Team Member+)

    Quick fix for clouds popping. I am rendering the clouds in order of their cells. So no fancy sorting , therefore no switching of render order and thus no poping because of it

    Changed Event Queue processing to use new Online Event Filters

    Add new Online event Queue which will eventually replace all previous online related event queues

    Modified DX11 handling of default texture to correctly set "write by CPU" flag (this removes an error reported by DX11 debug version)

    Cloud Optimisations , spawning and rendering fixes:

    - CloudLayers regions can be configured to sizes and we can vary their total densities

    - Clouds share primitative resources and materials so no need for thousands

    Added in code so IBL can be used forward and phase3 render passes. Changed the order so then I seed the enviroment random variable

    Changed the camera far render clip plane. Added in code so IBL can be used forward and phase3 render passes in dynamic env maps

    Change so percloud formation factor is stored in the clouds w.w component.. this is done cause we do not store 1 material per cloud instance (why because that would be a massive overhead)

    Overlay shader modified to properly cope with being only in phase 3 of deferred rendering, which fixes specular and normal map issues

    Removing experimental IBL Lighting from clouds

    Fixed new_ground shader broad normal map to use correct UV mapping

    WTC tweaks to optimise a couple of conditions. Cloud meshes re-exported with a single texture applied. Slightly lower res as a result but looks OK. console specific versions added for the new texture

    Fix new_ground.fx not doing normal mapping properly

    Caterham Classic max file: damage added

    Various cars: fixed issue with tabs and readability in physics files

    Ghosts system:

    - Added texts to global text database, used primarily for save game support in the ghost system

    - Ghosts that the cache manager knows about are of two distinct types now: server-side ghosts (present either on the server or in the local disk cache), or save game ghosts. They never mix together, and searches for one type igno

    Adding experimental stratus cloud set up into the light rain slot, which is currently just a placeholder anyway

    Belgian forest - 1st pass for trees done

    Removed downward facing quads in stormy and thurnder stormy conditions as they don't add much and are a frame hit. Also halved the number of clouds for further optimisation

    Belgian Forest Circuit - add new textures for Atrium

    Eifelwald - new slope grass texture psd source file

    Eifelwald - new slope grass texture

    Eifelwald - wirefence texture tweak

    Metallic Matte paint support added to bodywork2 and bodywork2_skinned shaders

    WTC edit to add new cloud densities for optimised weather system

    Also added horizon altitudes for clouds. Setting these to just above the top of the sky ring looks best for now, but they will noticeably pop in until other issues are sorted

    Belgian Forest - update crowds for new terrain and changes

    Belgian Forest - create more darker temporary grass texture for outer terrain

    Tweaked settings in CSD for Caterham Classic

    BFC grass textures checked in

    Caterham Classic: Fixed speed calibration

    New Belgian Forest export

    New Eifelwald export

    New Sakitto exports

    Bumped version of all vehicles for Friday’s stat reset. Fixed times not uploading

    ccs-2-0-06511700-1342801610_thumb.jpg ccs-2-0-63236100-1342801633_thumb.jpg ccs-2-0-66577900-1342801642_thumb.jpg

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