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  • VELOCIPEDE
    VELOCIPEDE

    Project CARS Build 668 (Team Member+)

       (0 reviews)

    Build 668 (21/02/14, Team Member+) - ~200 MB

    Next-Gen:

    * Fix for compiler error

    * PS4: Adds support for rendering mip-maps 6 faces at once or 1 at a time

    * PS4: Adds support for single face mip-map generation on cube maps. Also fixes bug on generating all faces at once and not setting the blend state correctly.

    x64:

    * Added 64-bit debug

    Render:

    * More control variables based on Feedback for the screen drops

    Audio:

    * New scrub and skid sounds. A new model with separate sets for both slicks and semi-slicks, shuffled event play mode so we don't always hear the same scrub and skid sounds everytime!

    GUI:

    * Adding select to kick player callback to the ingame lobby players list.

    * Connecting the new main menu lobby voting mechanisms for WillS to hook up.

    * Backing out accidental changes to the InGame version of the lobby, to be moved to the Menu version of the lobby.

    * New functionality and applinks for in-game lobby voting system to be hooked up by WillS.

    * New Accolode Achieved popup added

    * Fixed overlapping text on HUD

    * Radical SR3/SR8: Added Radical badges and names

    * Applink missing from the Resume button allows you to resume the start point of the last session you were in once again.

    AI & Pitstops:

    * AI can exit garage, using a feeler / raycast system to see walls and avoid hitting them

    * Fixed up pit engineer final lap strings

    * GT pitstop sequence re-ordered (1.Refueling, 2.Wheel maintenance)

    Multiplayer:

    * Added regular resync of synchronised race time and app timer in MP race.

    * RestartSynchronization now remembers sync status if the node has been previously synchronized. If host then migrates to such node, it will revert back to previous timesync results, rather than completely disconnecting because the sync info has been forgotten.

    * Fix for aries multiplayer crash

    Physics:

    * Fix to restrictor size setting and first pass at turbo wastegate

    * Further multiplayer turbo fix

    * BAC Mono: New brake fade tech, engine stalling, revised ARB and dampers, unique tire components for easy changes in the future

    * Ginetta G40: Reduced engine braking

    Vehicles:

    * RUF CTR3: Preparations for first export, selection sets created, added countless features, etc.

    * Sauber C9: New export with cockpit textured

    * Caterham R500: Camber baked into suspension animations

    * Caterham Classic: Baked in camber to suspension animations

    Tracks:

    * Eifelwald: Lofted missing armco, fixed various CSM issues, fixed floating cars, trees

    * Loire: Added textures for a15 - small huts

    * Oulton Park GP: New Export

    Known issues:

    - Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.

    x64 Known issues:

    - x64 currently disabled

    Build 667 (20/02/14, Team Member+) - 201.2 MB

    Next-Gen:

    * PS4: Fix for shadow slope bias.

    * PS4: Fix for motec displays.

    Render:

    * Timer updates based on Feedback from Darren.

    * Fixed detection of damage meshes by extension (not currently used, but would have been broken if it was)

    Cameras:

    * Mouse smoothing for attached freecamera.

    GUI:

    * New Online Lobby design in preparation for the in-game lobby to be created

    * Added new pit-engineer strings for 'one lap to go'

    Career:

    * Updated textIDs for new championship data

    * Fixed FormulaB having missing AIs then crashing caused by it having more than 16 racers (due to differences in the participant generation). As part of the fix, career is now using/storing localised player names rather than getting them via driverDetails

    Flags & Penalties:

    * Fixed bug which left false start checking enabled, even for rolling starts

    Pitstops:

    * FA pitstop animations (not yet ingame)

    Physics:

    * Ginetta G40: Fixed an oversight which caused the suspension to be somewhat overdamped, added 3.92:1 final drive for Junior spec

    * Added missing tire file

    * Lotus 72D: Reworked the Flexi tread to get the grip lowered. Used the smaller tire widths and changes to the load sensitivity. Changed the heating to warm up slower. Chassis: Dropped the unsprung weights to reflect the inboard barkes. This required less rebound damping and a slight softening of the springs for balance. Tire feels more like a raceday tire than a qualifier now.

    Vehicles:

    * Ruf CTR3: Added Ruf CTR3, added support for custom liveries, added runtime files + collision export, texture fixes for 1st export (LIGHTS and WHEEL) - First export

    * Ford Mustang Boss: Fixed cockpit texture typo

    * Mercedes SLS GT3: WIP on LODs

    * Ford GT40 MkIV: Rollback ULTRA file

    * Sauber C9: Cockcpit DDS texture. Initial check in.

    Tracks:

    * Loire: Fixed mixing fencepoles around track, new texture maps, 1st commit, tweaked spec map, added textures for a11 - tribune set

    * Belgium Forest: Changed grids objects to overlay shaders as requested required by Robert, added fences all areound track added latest assets from Jan and Tomas

    * German Tracks: Textures for bigger ambulance for German tracks, fixed color on decals.

    * Moravia: Textures for bigger Ambulance, new decals.

    * Bathurst: Fix of missing trackedge segment, fix of jira issue

    * Oulton Park: New Export

    Known issues:

    - Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.

    x64 Known issues:

    - x64 currently disabled

    Build DCLXVI (19/02/14, Team Member+) - 60.3 MB

    Next-Gen:

    * Added Debug Pool on PS4/Xbox One

    * PS4: Fix for lazy init on PS4 shader dictionary.

    * PS4: Fix for PS4 autograss. Also fixes a bug where if the camera moved a greater distance than the active grid, the grid would not reset. This could happen on track cams or if you restarted a race from some distance away from the start line. Also fixes massive fps drop on race restart caused by bad ray cast positions from grass.

    * PS4: Sets PS4 autograss to 100M.

    * PS4: Sanity check on PS4 for using lightweight dynamic prims.

    * PS4: Fix for PS4 visor effect

    * PS4: Added copy of PS4 trophy files

    * PS4: Added PS4 trophy pack to data

    * PS4: Moved trophy file to a nicer place

    * XB1: Added Xbox One helper files for grabbing dbgSession logs from the devkit

    Render:

    * Increase -WindowSize limits to allow 8k

    Flags:

    * Working behavior for Black and Blue flags

    AI:

    * Fix the restart AI stuck bug

    GUI:

    * Updated splash and 'return to frontend' loading screen

    Online:

    * Implemented cancellation of stat and leaderboard queries when the stat component shut downs while some queries are in progress

    Multiplayer:

    * Lobby voting mechanisms for MP in the Main Menu - to be hooked up by WillS

    Physics:

    * Ginetta G40: Initial physics set

    Vehicles:

    * Sauber C9: Added alpha 2 animations

    * Ginetta G55 GT3: Cockpit2, alpha, DDS texture. Fixed spelling on a sticker

    * Formula A: Driver animation: fixed in 3PV animation: elbow no longer cuts through side of the car

    * Pagani Zonda Cinque: Fixed 1PV naming on the bank animation

    Tracks:

    * German Tracks: German texture version for Ambulance

    * Brands Hatch: Fix of many mesh issues

    * Oulton Park GP: Added static objects, ded dynamic objects, grass exclusion

    Known issues:

    - Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.

    x64 Known issues:

    - x64 currently disabled

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