Build 663 (14/02/14, Team Member+) - 348.4 MB
Next-Gen:
* XB1: Fix for slow debug config (was caused by PIX instrumentation being super super slow in combination with the d3d debug mode)
Render:
* Fix typo in last check-in
* DX11: Debug spam fix + XB1 Dynamic VB size init fix
* DX11: Added extra reporting for mismatched vertex declarations to aid debugging
GUI:
* Missing source sprites for container
* Fixing bumper main menu selection bug. Corrects bumper selection in Profile, Race Weekend and Dashboard.
* Updated My Profile Accolades screen
Replays:
* Replay Cameras: New real-world-style set for Besos National - Take 1
* Replay Cameras: New real-world-style set for Badenring short - Take 1
Career:
* Dashboard screen polishing. Localised the session info names, and simplified some array handling in dashboard screen.
* Added the remaining text variations (with tokens) for each news story type and made news pick one randomly, along with matched (placeholder) image
* Career Championships: Added a Formula Rookie and Formula B Series to extend testing and use as a basis to implement support for series unlocking via contract offers.
* Career Championships: Formula B Euro FB - pre-alpha
* Career Championships: FormulaR EuroFR Challenge - pre-alpha
Pitbox:
* Set the number of pit progress structures to eMaxParticipants - prevents running out of structures when more than 24 players in a race.
* Fixed adhering to penalty bug- which meant you would get DQ'd even if you went in for the penalty.
Tracks:
* Azure Coast/Milan/Belgian Forest/Dubai/: Added missing textures
* Azure Coast: Fixed pop-up on Azure Coast assets
* Eifelwald: Various CSM, terrain fixes, fixed floating, intersecting and flickering objects
* Silverstone: Fixed micro gaps and holes all over the track.
* Oulton Park GP: Raceline added
Vehicles:
* Ginetta G55 GT3: Liveries part4
* Ginetta G40 Junior: Added runtime files + collision export, first export
* Ford Sierra RS500 Cosworth: Added LODX, livery alpha material changes
* RUF RGT-8: Side mirrors and Bonnet done. Working on Interior. Today Removed 20 K tris
Known issues:
- Oulton Park - The track will crash in practice mode, and if you enable qualifying. Only working so far in race and TT.
- Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
- Ginetta G40 Junior: No placeholder LODs yet, Ride height is too high (issue of the placeholder physics)
x64 Known issues:
- x64 currently disabled
Build 662 (13/02/14, Team Member+) - 281.9 MB
Next-Gen:
* PS4: Fix for common buffers using incorrect thread in scene for shared global vectors.
* PS4: Fix for lights in rear view mirror.
* XB1: Enable Forward rendered threading / threadsetup perf tweaks
* XB1: Reset Shadow Setting Quality on TrackLoad (discrepancy with -skipmenu)
* Addition of PS4 login flow preprocessor for auto sign-in
* Minor OneSock changes for PS4 multiplayer
* PS4: Fixes shadow best cascade.
* Xbox One multiplayer implementation first pass.This enables basic multiplayer functionality on Xbox One. For the time being all users need to be in a party before creating a match. Matchmaking support is not yet implemented.
* XB1: Fix some shadow rendering issues (now correctly aligned with PC)
* Added better fps reporting on PS4
* Moved reflection code again to a better position. Enabled threading for it on PS4
* XB1 DebugMenu fix some debug only D3D11 asserts
Render:
* Fix for multi-threading reflections, this stops the glitching on PS4/XB1/DX11MT when running in wet weather.
* DX11 / XB1 optimisations: LightWeight Primitives use our self-managed double buffered dynamic vertex buffer ( instead of being driver managed ). Placement buffers with 'streaming' for Constant buffer setting on XB1
* DX11 - fix for instance vertex buffer over-runs.
* Select correct main game (not FE!) shadow settings index on race load.
AI & Pit-Stop:
* Updates to AI pit strategy debug logging
* AI fuel strategy debug logging
* AI damage strategy updates for practice/qualify
* Extra AI tyre choices based on track temperatures
* Increased range of pit stop choices for AI
* Tidying up driver code
* Tweaks to suspension forces for AI including unloaded tyres, ground detection and tyre compression
Career:
* Added a career helper to convert position number into a display string (1 to "1st" etc.), and updated career news to use it for the standings text
* Info is now stored in the profile for the last 5 Career sessions played, and all career news slots are now being populated from this session history (as it builds up).
* Scoring news now displays names of drivers finishing 1st/2nd/3rd in a session, and the winner's rank in the overall standings.
* Scoretable generation extended so it can get scoring for a single session, as well as totals
* Career news ticker now displaying short versions of the news messages. Added applink for it and made headlines type-specific
* Finishing position now passed down from Timings to the per-session info, and moved all per-session info into a new profile struct to make them simpler to process. Got news displaying driver names, positions and lap times, and the appropriate image for the timed session types. Historical standings from when the news was generated are now used rather than the current standings (so news doesn't change).
* Fixed a bug with resetting when switching series. (NOTE: Career progress has been reset to avoid invalid session information producing bug reports)
* Standings screen fix: Instead of having 10 racers in first place when no points are scored on the standings screen, we have 10 races in "-" place as ranking does not apply until points are on the board.
Physics:
* Traction control slip fix
* RUF RGT8: Tweak to engine behavior when bump starting the car.
GUI:
* Adding UI support for the new Traction Control Slip tuning options. Car CDFs are still being updated to handle this value although the setting does work on the Ariel Atom Mugen.
* Start of My Profile update
* Bug fixes for the quick menu. Added a delay on the menu appearing to get around click event duplication issues. Will look for a permanent solution to this after the milestone. Also fixed the options applink on the quick menu screen.
* Endorsement tab added, My Garage screen updated to latest style
Tracks:
* Loire: Added missing texture for a1_pitbuilding and garage interiors, added textures for extend garages
* Silverstone: Aspect ratio adjusted for the panasonic banners
* Wisconsin Raceway: Barroed corridors at the "kink" also slowed the AI 10% at the apex. Keeps them from running wide there.
* Oulton Park GP: Tracklist update, AIW Updates, viewer objects
* Sakkitto GP: Fixed pit spots not displaying and working. Had to reset the special waypoints in the AIW file to fix.
* Azure Coast: Reworked first small roundabout, removed wall, and made it drivable, fixed csm + grass csm, totally reworked the area in front of the marina, reworked the terrain, added base for all buildings, added 2 new buildings, created path for all of them+ added hedges/walls to sep properties, added small kerbs around all base+path, remapped, created 2 new gantries/ reworked from Kate, reworked csm wall + grass csm around these new stuff, fixed all VT static/inst/crowds/dyn/lights
Vehicles:
* Ford Sierra RS500 Cosworth: Complete UV mapping, finished wheels/brakes, added custom livery support, lots of fixes
* Lotus 72D: LODX cockpit polished, mapped and textured. LODA interior and steering wheel modelled, mapped and textured.
* Ariel Atoms: Added static camber to the animations
* BAC Mono: Baked in camber to suspension animations
* BMW Z4 GT3: Added ADL livery
* Ginetta G40 JR: Initial checkin, added placeholder liveries (NOT YET IN-GAME)
Known issues:
- Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
- Oulton Park - Not yet available, it will be unlocked tomorrow after some last minute fixes are made.
- Oulton Park - The track will crash in practice mode, and if you enable qualifying. Only working so far in race and TT.
- Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
x64 Known issues:
- x64 currently disabled
