Requisiti minimi e info utili + Build notes - Page 40 - Project CARS (ex C.A.R.S.) - DrivingItalia.NET simulatori di guida Jump to content

Requisiti minimi e info utili + Build notes


Guest Uff

Recommended Posts

Build 831 (17/10/14) - MB
Audio:
* Tweaks to the Pagani Cinque engine and other sounds.
* Tweaks to the Mercedes 300SEL AMG incar and external engine sets and other sounds.
Next-Gen:
* PS4: Fix for compiler err in gold.
* PS4: Added hsync override for better track profilling.
* XB1: Fix for PostProcessing filters causing black screen/flicker during in-game intro sequence
Render:
* Added hsync override for better track profiling.
* Fix for motion-blur resources being created in LDR.
* PC: Envmap shadows are only rendered with the Envmap detail level set to High or Ultra.
Weather:
* Better culling for clouds..added code to the env callbacks to say if we want to render clouds.
Effects:
* Dirt screen functionality AR-2611
GUI:
* Hightlighting player name
* Added month names to text DB
* Add Kart and Oval track types.
* Added RaceAppCore text ID for Play Now button
* Highlighted the players team in the team list
* Fixed laps to show laps completed instead of current lap
* Changes split time to be split time from leader, not driver in front
* Unified the in-game standings lists, and fixed some associated common bugs.
* Fixed missing applinks causing certain lists to not be initialised correctly
* Made all highted text white, for the whole row, not just for the player/team name
* Implemented standard auto-update for the simulate screen, in line with the other screens in-game lists.
* Fixed all data inconsistencies with the live/overview lists, so they can all work from the same code with no duplication
Leaderboards:
* Fix for "find me" option which were clearing leaderboard.
Cameras:
* Pitstop Cameras update
Replays:
* Wiper control now goes via event queue to support replays. Add debug printing of vehicle animations.
* Support time controller moving backwards in time. Add method to get time played for animation player.
Characters/Animations:
* Pitstops: Wheel attendant 2 : fixed offset, added triggers
Career:
* Career Motorsport Teams: GT3 - All teams configured, matching vehicles and liveries to teams, spreading teams over various series, and ensuring a balanced spread of vehicle types used in all series.
Physics:
* Lotus 98T: AI tire model tuning; drivetrain efficiency adjusted
* Lotus 78: AI tire model update, checked that all latest tech is applied
* Formula C: Set fuel consumption, heat & wear model, added all latest tech
Vehicles:
* Audi R18: LODC tweaks
* Formula C: Collision model update
* Marek RP339h: Collision model update
* Marek RP219D: Collision model update
* Aston Martin Rapide Hybrid: Fixed CPIT damage, lowered polycounts
Tracks:
* Azure Circuit: Textures for Mirabeau gardens. Updated speculars-fixed mipmaping. Fixes for incorrectly coloured flares and odd lamp placement
* Cadwell: Finished broad terrain, merged terrain, road and kerbs, fixed microgaps, added missing overlays, fixed CSM issues, materials sorting, new verges
* Oschersleben: Fixed main gaps between kerbs/road/terrain/fixed wrong csm mesh/fixed bad kerbsedges/fixed 1 bad mat/fixed issue WMD-1130 WMD-1875/added rain blockers where needed/added missing camera file, tyre stand outside garages, WMD-1130
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!
- Cloud flickering/popping across tracks, issue has been identified and will be solved.

Build 830 (16/10/14) - 233.7 MB
Audio:
* Adding pit to car p3 5sec split time calls
Next-Gen:
* XB1: Fix for various RenderTarget flickering bugs
* XB1: Enable Label, GUI and Phase 2 threaded rendering (now that the target flickering bug is fixed)
Render:
* Planers shadows supported in all lighting models.
* Fix for failure to load post processing data and filters.
* Removed all refs and files related to old lit particle code.
* DX11/XB1: MT fix for GUIRender Begin/End Rendering to Target
* Moved bone mapping tables into per-participant pools to ensure clean removal of participants when leaving race
* Adds phase 2 MT on PS4. Removes old lit particle path. Removes not required command build phases from planer reflection and camera editor.
* Remove shared bone mapping data from per-participant pools, as making it unique to the participant is wasteful and prevents proper clearup due to sharing of sub-components between participants
Career:
* Career Motorsport Teams: Formula A, Formula B - All teams configured, matching liveries to teams.
* Career Motorsport Teams: Formula C, Formula R, RenaultClioCup - All teams configured, matching liveries to teams.
* Career Motorsport Teams: LMP2 - All teams configured, matching vehicles and liveries to teams, spreading teams over various series, and ensuring a balanced spread of vehicle types used in all series.
* Career Motorsport Teams: LMP1 - All teams configured, matching vehicles and liveries to teams, spreading teams over various series, and ensuring a balanced spread of vehicle types used in all series.
Gameplay:
* FIX AR-2501 Fuel load is set to 5l for time attack mode with no fuel consumption. Each race mode now have the ability in its inc file to enable/disable auto fuel and if autofuel is disabled set how much fuel is prepared for the player
GUI:
* Horse thief mile: Fixed track location entry
* Tracklists: Inserted Californis Horse Thief Mile
Cameras:
* Propper trigging in pit camera scenes
* Chase Camera: More appropriate range of FOV settings. 75 degree default
Characters/Animations:
* Pitcrew: Wha1,2;whm1,2: added triggers in pit idle animations
* Pitcrew: Wheel mechanics added triggers to sync wheel assistants
* Drivers: Updated driver textures to match new hand UVs + minor tweaks
Physics:
* Lotus 72D: AI tire model tuning, updated collision model
* Ford Escort RS1600: Default setup adjustments, AI tire model tuning
Vehicles:
* Lotus 98T: Collision model update
* Oreca 03: Disc UV fixes, LCD material fixes, Light UV fixes, added floating lightflare polys
* GUMPERT Apollo: Collision model update, aero model tweaks, drivetrain efficiency adjustment
* RUF CTR3 SMS-R: Disc UV fixes, LCD material fixes, Light UV fixes, added floating lightflare polys
* Alpine A450 LMP2: Disc UV fixes, LCD material fixes, Light UV fixes, added floating lightflare polys
* Audi R8 LMS: Added R8 LMS work livery, fixed minor paint bugs, added liveries (DDS), added Audi R8 LMS work livery
* Ginetta G55 GT4: Disc UV fixes, LCD material fixes, Light UV fixes, Removed some duplicate meshes, added floating lightflare polys
Tracks:
* Horse Thief Mile: Files submited and AIW
* Mount Panorama: Updates to Bathurst foliage (reflection + lod distance tags)
* Derby Park: Added rubber marks onto UV2 of all kerbs, fixed organic edges on the runoff areas, Tunnel & Pits rain blockers, Global welding pass to fix micro gaps/visible seams, stl check on track csm and fixed errors
* Imola: Groundcover texturemap update, groundcover meshes update, reflection tagging for hw instances and static instances, trd update for groundcover, grass rules updates,groundcover 3D meshes based on NS instead camera facing sprite billboards, grass exclusion update for Bologna, fix pop armco around last corner left, slope reflection vertex alpha, fix wall hovering issue, trackedge brightness tweak, fix for skid missing poly, fix graveledgebug, groundcover texturemap update
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!

Build 829 (15/10/14) - MB
Next-Gen:
* PS4 : Fix for 'square pattern' on spot light shadows
Render:
* PC/XB1 Detailed Intersection SSE fast-path
* PC/XB1: Enable GATHER ANY scenegraph path
* Resets rendermode and dimensions before rendering hud.
* Fix for directional shadow getting clipped in the Frontend.
* Modified mesh loading to use per-participant pools when provided
* DX11: Pointsprite shader fixes (Geometry shader now compiles and works)
* Code to allow us to have other items cast shadows from spot lights in the FE.
* Fix for crashes and asserts happening when you exit the game during the boot phase.
* Code to remove updating of the cameras from the camera renderbridge. At present we do not use feed the camera renderbridge in the FE so it appears that sometimes spurious feeds from the game can leak back to the FE.
GUI:
* Fixes multiple wait dialog issue
* FIX WMD-1180 Added changed texts for off track warnings for P2P tracks
* Added virtual overloads for assigning input to allow dialogs to be placed in other quads
Cameras:
* Correct pitstop camera reset
Characters/Animations:
* Fixed levitating guys on grandstands.
* Pitcrew: Fuelman initial animaitons- move transition form pitbox to ap
* Pit Engineer: Added proper implementation of positional change reports for player. Implemented positional change reports for team mates. Removed redundant positional change reports for opponents. Added proper implementation of split time reports for player. Added VO for podium/points/no points race finishes. Added career specific VO for championship race starts/wins. Removed the now unnecessary countdown start event. Lots of data fixes for incorrect VO/text names
Physics:
* Pagani Zonda R: AI and player tire update
* L49 and L72D tire revisions, including FFB
Vehicles:
* Audi R18: Added all LeMans stickers
* Pagani Zonda R: Custom dirt DDS file
* Ginetta G55 GT4: Collision model update
* RUF CTR3 SMS-R: Lods polish pass + bugfixes
* Caper: Disc UV tweaks, Minor interior mesh tweaks
* Sauber C9: LCD material tweak, Light UV tweaks, Added floating lightflare polys
* RUF RGT-8 GT3: LCD material tweak, Light UV tweaks, Added floating lightflare polys
* Aston Martin Vantage GT3: Fixed damage deformations, fixed missing damage on headlights
* Renault Megane RS: LCD material tweak, Light UV tweaks, Disc UV tweaks, Added floating lightflare polys, Minor CPIT UV mirroring fix
* RUF RGT-8: LCD material tweak, Light UV tweaks, Disc UV tweaks, Closed CPIT gaps, Added floating lightflare polys, gauge glass reflection tweaks
* RUF CTR3: LCD material tweak, Light UV tweaks, Disc mesh fixes, Added floating lightflare polys, CPIT wing mirrors UV fix to avoid UV seams, a bit of mesh smoothing
Tracks:
* Azure Circuit: Fixed speculars, new emisives.
* Le Mans: Fixed a whole bunch of WMD reported issues
* Imola: Trd update for groundcover, grass rules updates, groundcover 3D meshes based on NS instead camera facing sprite billboards, grass exclusion update, reflection tagging for hw instances and static instances
* Road America: New pitlights & slightly changed nearest area, tweaked metal plate, ground transition shader updated to new more optimized ground shader without transition, uprezed resolution and added spec, reflection tagging of base scene done
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!

Build 828 (14/10/14) - 277.6 MB
Login:
* Disabled WMD login. All builds can now be accessed by all members, tracks/vehicles/multiplayer are no longer locked to specific tiers.
Next-Gen:
* XB1: Fix for GPU hang when GUI threaded rendering is enabled
* PS4 : Increased command lists. Invalidates WVP common buffer on reset assumptions.
* XB1: Added extra logging for host migration process, fixed leaving session through Party app in Xbox UI, fixed host migration issues.
Render:
* Extending the ambient shadow fade distance params.
* Removed support for lit rain particles from lighting shaders
* Additional use cases for USEADDITIONALSPOTLIGHTINGSCALER
* Implemented void manager for impostor reflections, used on consoles to avoid unneccessary render operations
* Various MT Fixes: ForwardPhaseRendering MT fix (more missing _renderThread params), Ghosting Vehicle MT fix, ScreenEffects - various MT fixes, Label Rendering MT fix, MT fixes for Gaussian blur
* GlobalTexture14 removed when impostor reflections support is disabled, disabling impostor reflections made through macro DISABLE_IMPOSTOR_REFLECTIONS_SUPPORT which is defined for all platform except PC
GUI:
* Added missing _renderThread.
* Fixed up a few more missing _renderThread.
* Added "Point_To_Point" to textdb and trd files
* Added text db entries for MP browse and search filters.
* General improvements to end of career flow in the front-end
* Reimplemented the quick guide as an info box toggle in the front end
* Missing race name translation and lack of value for test drive infinite round count
* Hockenheim & Bathurst TRDs: Added track centre info for correct cloud positioning
* California Raceway & Horse Thief routes: Text added to avoid placeholder naming underscores in the menu, TRD grouping updates
* Leaderboard entries on the Community Events screen can now be navigated along with an additional column saying whether there's Ghost Data for that particular entry
* Fixed the player name not highlighting on the first entry to the spectate screen. Fixed player on-board not going into cockpit for player, if already browsing the player vehicle. Fixed the game being unpaused for a race in the overview screen, after a restart.
Cameras:
* Chase camera: Trying Timo's settings for general use (the right ones this time)
Online/Multiplayer:
* Adjust MP search track type translation support to retain original type strings.
* Don't force-flush log writes (all platforms), doing so resulted in blocking/destabilising multiplayer
Characters/Animations:
* Pitcrew: Initial for ajm,whm1,wha1,fia1 : transition from pitbox to origin (Left side pitbox)+wha02,whm02 transition to origin( right side pitbox)
AI/Pitstops:
* Pitstop data customization usecase
* Track definitions now allow to have custom pitstop script.
* Edit dangerous (stopped) obstacle avoidance to better avoid AFK players, especially at start.
* Tweak stuck behavior/reverse recovery AI to trigger when blocked by other cars as well as walls
* Tweak the Collision recovery so that if two side by side cars collide in a hard turn, the inside one will not want to understeer into the outside car as much
Career:
* DidWinRace GameMetric changed to use finish positions that are per-class scoring aware without needing generate a ScoreTable
* Fix for GameMetric IsPodiumFinish so it handles career in a similar manner to DidWinRace (moved some code into common func)
Vehicles:
* BMW M3 GT4: LODA Polish
* Audi R8 V10+: Approval fixes
* Ginetta G55 GT3: Collision model update
* Mercedes CLK-LM: Mapping&textures exterior WIP01
* Vehicles: Balanced tire dirt build up and decay rates for all driveable surfaces
* McLaren 12C GT3: Removed mip maps for memory saves, added new windscreen banners, fixed windscreen banners with new team mates add, added team mates real liveries - new liveries arrangement
Tracks:
* Besos: Removed some crowds
* Azure Circuit: Added textures for start box
* Eifelwald: Latest placement updates (bug fixes)
* Bathurst: Road at 1st hump smoothed and CSM mesh stl checked
* Chesterfield: Added garage spaces to last pit. Tweaked corridors to help keep kart AI curbs and grass.
* Road America: Tweaked all bridges, RL brands, removed duplicities, tweaked all bridges, RL brands, added microbumps
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!
- The game will get stuck on first boot with a clean profile, just force close and boot the game again.

Link to comment
Share on other sites

  • Replies 417
  • Created
  • Last Reply

Top Posters In This Topic

  • VELOCIPEDE

    378

  • RickyGT

    5

  • tonio

    3

  • 2slow4u

    2

Build 833 (21/10/14) - 372.5 MB
Audio:
* Tweaks to the Gumpert engine (louder decel) and shift wobbles.
* Rebuilt the Mercedes Evo2 DTM with new incar and exteriors. That induction snarl was an important element to capture. Plus an AI version, backfires, gears, backfires, distant roll-offs and trajectory etc...
Next-Gen:
* XB1: Fixed matchmaking errors sometimes not being propagated to app, fixed uncaught exception when destroying secure device associations to peers leaving. First pass of soft-kick host migration code.
Render:
* Removed force enabled USE_ENVMAP_SHADOWS
* ImplSetMatrix matrix validation in debug builds
* PC: Fix for shattered glass issue when using Ultra reflections
* Added missing Identity Init for pop-up matrices in VehicleRenderGI
* Increase renderables available to Dynamic Envmap query with Ultra settings
* Enabled stretched car lights reflections (now enabled/disabled from FE settings)
* Reflective_water_translucent: Implemented shadows on envmap ( specialisation USE_ENVMAP_SHADOWS)
* Corrected app logic for the creation of high-resolution shared small targets (deferred rendering helper)
* Paired all begin / end render targets and confined to individual tasks and modules. This greatly tidies up the assumption of which render target is set.
* Removing cull testing inside the rendering engine as the gather process already handles it.. also there may be a bug with the internal culling as clouds are so big..
* All platforms: Removes unused parts (now redundant) of render thread API. Adds robust checks for render targets during the recording and play back of command buffers. PS4 - general tidy up of the render thread internals and removed a lot of unused params.
Effects:
* Drying line source texture updated
* Seams fixed on new wet road texture
* Adding more detail to drying line texture
* New wet road texture added for Sven to test on tracks. longer puddles that follow the shape of the road, mainly appearing off the line and at the edges of the track
GUI:
* Abandon season option
* CoG adjustmets design corection AR-2275
* Abandon season button visibility and multi season flow
* In-race dialogs for immediate notification of disconnects
* Besos, Monza and California Highway: Updated track centre data in the TRD
* FIX AR -2572: The custom colours for last3laps are now derived from the file itself
* Snetterton: Updated track location data to be "UK" rather than "England" to fix issue WMD-1028
Cameras:
* Pitstops: Updated cameras with local positioning
Online/Multiplayer:
* Peer to peer networking improvements (mostly for XB1)
* Each session members monitors their connection to all other peers, as before.
* Information about pings and connection quality is now shared with all other session member.
* On connectivity issues everyone has (potentially) full information about peer-to-peer connection quality, which is used to decide which members need to be dropped from the session to be ablet co continue playing.
* Internally the peers now "vote" on who to kick from the session if there are connectivity problems based on their knowledge about the connection status, and soft-kicking is then used to remove peers with problems.
* Implemented "soft-kicking", allowing the game to remove a session member logically from the game even when it's impossible to kick them from the platform-specific session/lobby - issue mostly on XB1, but to lesser extent on all platforms when the host is the one with connectivity problems.
Characters/Animations:
* Hided glove LODB - LODC into gloves LODX
* Driver CDP: Setted paddle additive to FALSE
* Drivers: Color mask minor updates and cleanup
* Driver male: Updated Head EU with racingsuit mod.preset
* Pitcrew: Skined eyes to head bone + draw in envmap flag ON for lODA and LODX
* Added gloves LODX - LODA, updated meshes - model, added glove LODB and C as temporary "box" mesh with smsop
AI/Pitstops:
* Tweaked order of NavInfo and rolling start setup
* P2P PaintRaceGroove adjustments for start waypoint
* Recent changes to Stuck behavior have it firing during the pit slide. Adding a check agaisnt that happening.
Career:
* Career Contracts: GT4 contract liveries matched to motorsport teams.
* Career Motorsport Teams: LMP1 - Rebalanced teams for championship series.
* Career Contracts: Greetings emails rebalanced for more even spread across teams and sports.
* Career Championships: Hooked up victory celebration videos for all motorsport championships.
* Career Invitationals: Configured appropriate motorsports type entries for all invitationals.
* Career Invitationals: Endurance - Matched inviting team with correct team set (livery, vehicle)
* Career Motorsport Teams: FORMULA GULF - All entries configured, matching driver names and liveries.
* Career Invitationals: Added Invitationals motorsport type strings, and hooked up Quick Guide texts for all invitational series.
* Career Invitationals: Historic events - Disabled team scoring in series as required, matched correct Motorsport name to each series.
* Career Motorsport Teams: Invitationals LM24 Endurance - All teams configured, matching vehicles and liveries to teams, and ensuring a balanced spread of vehicle models through each class
* Career Motorsport Teams: ENDURANCE - All teams configured, matching vehicles and liveries to teams, matching teams to correct series, spreading teams over various series, and ensuring a balanced spread of vehicle types used in all series.
Physics:
* Mercedes C DTM: AI tire model tuning
* Tire updates for Mercedes 300SEL, McLaren F1, Zonda R
* Aston Martin Rapide: Collision model update, AI tire model tuning
* Mercedes A45: Collision model update; AI tire model tuning; Player physics updates
* McLaren F1: AI tire model tuning, reduced minimum ride height so standard setup is 120mm high
* Updated vehicle statistics to include wheelbase and weight balance, includes fingerprint update
Vehicles:
* Renault Clio Cup: Livery19 fixed logo
* Renault Megane RS: Livery06 changed to yellow
* Aston Martin Rapide: Approval fixes for liveries
* Aston Martin Vantage GT4: Approval fixes for liveries
* Mercedes 300SEL: Collision update, AI tire tuning, fuel consumption & other physics finishing
Tracks:
* Azure Circuit: Instances changed, tweaked textures for prefab building.
* Mount Panorama: Gravel materialsetting and UVs updated
* California Raceway: Tweaked signs, new texture maps, 1st commit
* Brands Hatch: Updated the kerbs-maps according to feedback from Hamilton
* Oulton Park: Start trigger position tweaked, reduced ground shader usage, autograss CSM optimized
* Sakitto, Snetterton, Oulton, Cadwell Park: Updated incorrect Global positioning and Timezone data
* Le Mans: Added textures for distant makers, new 2x2 starting gris to match painted start boxes. Adresses Jira WMD 1160, fix crowd position around missing platforms, merge latest assets and add distant makers
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!
- Due to hurricane Gonzalo striking the English shores this morning, the clouds have relocated. Expect them back in your next build.
- DX9 not booting

Build 832 (20/10/14) - 594.9 MB
Next-Gen:
* PS4: Clear render target pointers.
* XB1: Simplified joining new user flow.
* XB1: Added code to automatically leave the user from any non-active online sessions they might still be part of at boot time.
Render:
* DX9: Align SSAO with DX11
* Fix for cutscene flickering bug
* Fix for shadow glitch in phase 2.
* Changed order of phase 2 to occur after shadow task.
Effects:
* Lighting balancing on gravel and grass particle effects.
Cameras:
* Cockpit camera centered horizontaly with steeringwheel
* Showroom Cameras: Wide/medium/close/extreme close-up (x10/8/8/8)
GUI:
* Localised player grid positions
* Fixed missing dirt screen data loading
* Minimap coloring for previous and next participant
* Photo page code pass: Missing Focals lengths and Blur intensity
* Metric thread fixup, when only 1 low priority tick is requested to be registered.
* Added photo filter mapping to photo page, uses HRDF fiel to set details and text ID
* More fixups surrounding the relationship between AI lap time generation, and metric calculations.
* Fixed a core issue which led metrics to be registered multiple times, causing inconsistencies with the monitoring storage & retrieval
* Added mirror control to Graphics Config so that it is possible to have it on or off in game for performance reasons. Also added AppLink ready for integration into GUI.
* Achievement fixes: Eastdown & Down (WMD-2241), Consistency Is King (WMD-2020), Mailbox full (WMD-1904), Pristine Paintwork (WMD-1902), Sunday Driver(WMD-1809), Chewie, Do You Smell Somethin (WMD-1664) ... NOTE: make sure units are set to metric when comparing against HUD!
Characters/Animations:
* Added LODX hand for Oli Webb and Hamilton
* Fixed correct play of animations for 32 bit platforms
* Drivers GT and F1: Updated class with only HELMET and OUTFIT
* Drivers: Updated driver textures to match new hand UVs + minor tweaks
* Pitcrew: Chiefmechanic L/R: added trigger to act as start for ..move_pit_origin.. of pitcrew
* Pitcrew: Fixed skin in head and eyes meshes. Tweaked modifiers in stuck to be displayed properly.
Career:
* Career Motorsport Teams: Cleaned out redundant Endurance team files.
* Career Motorsport Teams: GT4, GT5 - All teams configured, matching liveries to teams, spread across series.
Physics:
* Formula C: Fixed a mistake in fuel consumption rate
* Vehicle control value is cleared on deinitialisation.
* Locally cached player participant slot helper value is updated when race mode is changed.
* Player control flag of participant manager is updated when player participant is restarted.
Vehicles:
* McLaren P1: Collision model update
* McLaren F1: Collision model update
* Mercedes 190E DTM: Collision model update
* Audi R8 LMS Ultra: Several approval fixes. Added wood piece and updated Carbon seat, added Signals and panels, updated R8 logo and tank inlet color, updated engine, updated signals, panels and seat updated. updated R8 logo and tank inlet color.
Tracks:
* Mount Panorama: Road UV2 adjusted
* Besos: Tweaked texture saturation levels
* Silverstone: Vertex painted all tarmac surfaces for puddle reflection mapping as appropriate
* Snetterton: New kerbs, terrain updates, overlays, road materials, tyrewalls, armco, viewer placement tweaks
* Wisconsin Raceway: Added grass skids, fixed lodding of terrain, removed a bunch of xtrees behind tree wall, added dirt edges next to kerbs
* Azure Circuit: Files for new streetsigns, thumbs for new streetsigns, textures for new streetsigns, fixed position of tunnel rain blocker in Azure circuit
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!
- Cloud flickering/popping across tracks, issue has been identified and will be solved.

Link to comment
Share on other sites

Build 836 (24/10/14) – 67.4 MB
Render:
* Fix for PP filters.
* DX11: Removal of USAGE_DYNAMIC VBs from HDR/DOF modules
* DX11: Removal of USAGE_DYNAMIC VBs from SSAO/PP modules
Online/Multiplayer:
* Enabled multiplayer for juniors, now really really.
Vehicles:
* Ginetta G55 GT3: Cockpit changes made after manufacturer feedback. Changed steering wheel and all new display unit. steering wheel DDS texture. Changesmade after approval feedback. interior DDS texture. Changed steering wheel and display + a few details after approval feedback.
Tracks:
* Le Mans: Added 28th pit spot and 55 & 56 start spots. Adresses request for 55 cars per Jira WMD 2388
Known issues:
– Replays: Working but sometimes you can’t watch saved replays plus other issues
– Speed sensitive camera option is missing from UI
– None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
– If you want to run x86 Gold, run the pCARSGld.exe directly – DO NOT RENAME FILES!

 

Build 835 (23/10/14) – 704.7 MB
Audio:
* Sauber Mercedes C9: Incar and external engine sets, plus an AI version. Includes tranny, gears, backfires, distant roll-offs and trajectory.
Next-Gen:
* PS4: Fix controller display
* XB1: Cleanup RenderContext on race exit.
* PS4: added handling of expired and used invitations.
Render:
* Photo mode pp tests
* Merged vertex interpolators.
* Fixed memory leaks from clouds
* Clouds, removed unused VS exports.
* Photo mode colour cubes added, wip
* DX11: Added RenderContext cleanup fn
* Fixing tabbing errors in declarations
* DX11: Cleanup RenderContext (states) on race exit.
* Game code is now setup so that we can predefine performace settings.
* DX11: SlopeScale RSState RenderContext fix (allow 4x more variations)
* Env map support for object culling based on distance, size and resolution.
* Code to allow us to be able to have colour cubes with the photo mode filters.
* Code so that we only call RenderRenderBucket 1 time per cloud render request.
* DX11: Switch over to global bone constant buffers (reduces amount of bone CB switching)
* Code to fix various issues with the orbit camera not centering at the car and also clipping it.
* DX11: Fix for slopescale bias causing realtime dynamic rasterizer state creation/release. (recommended for fixing by AMD)
GUI:
* Adding vehicle showcase page
* Relinking Photo Page with overriden links
* Corrections for disconnect and signout messages
* Photo thumbnail viewing now working in front end
* Added functionality to read / write PS4 gallery data
* Re-enabled WMD login.
* WMD-2385 Ghosts – Add “Personal Best” etc… to the textdb
* Fixed issues with texture loading not working with some JPG’s
* Added new physics exposed data for wheel base and weight balance
* Car detail string not currently embedded in JPG as metadata does not appear to be written out
* Altered savegame system to be able to handle reading headerless data (PS4 photos read from image gallery)
Cameras:
* Updated Pitstops cameras
* Correct Cameras Ingame Reset
* Camera script update (includes multiple cameras)
* Snetterton: Fixed Typo in Snetterton 300 Pre race animation script
Characters/Animations:
* Drivers exports: GT, F1 and kart dirvers with new arms and hands geometry. Updated RCFs with nic and olis using old hand mesh
Online/Multiplayer:
* Added support for filtering by session size on PC (when browsing or joining).
AI/Pitstops:
* Update debugging tools after line render fixes
* Fixing passing in behaviors that discourage it
* Continue feeding FFB metrics when in AI control
* Obstacle avoidance: Added rule – when avoiding dangerous obstacle, give lanes to cars between you and the dangerous obstacle to avoid any “squeezing in” behavior.
Career:
* End of season flow
* Added new entries for car description speech
* Added missing tutorial audio data, and new HRDF data for those and the new tutorial speech
* Career Championships: Renault Clio Cup – Configured missing pitstop regulations (no refueling outside practice, mandatory pitstop during race 2).
Physics:
* Mercedes SLS AMG: Collision model update.
* Palmer JPLM: Collision model update
* Sauber C9: Collision model update, AI tire model tuning
* Radical SR3 & SR8: Collision model update, AI tire model tuning
* Mitsubishi Evo FQ400: Collision model update, AI tire model tuning
Vehicles:
* Removed chalk markings on Michelin tires
* BMW Z4 GT3: Fixed driver name on livery01.
* Aston Martin Vantage GT4: Moved fuel filler node.
* McLaren 12C GT3: Fixed typo, added new windscreen banner and livery name, added team mate real livery, added Michelin tyres to the works liveries
* Aston Martin Vantage GT3: Approval fixes for liveries, added new wipers meshes. All new wiper animation and mask. Added Holes on Boot. Changed tires textures.
Tracks:
* Jin Ding: Terrain wip tex, added textures and reference pics
* Brands Hatch: New exports with the changes mentioned in Nic’s thread
* Le Mans: Added txt for ferry wheel neon, added new ferry wheel with lods and emmaps
* California Raceway: Dynamic Safety Pillows (dynamic objects, collision + render meshes)
* Besos: Swapped out spa named trees, tweaked lod distances, fixes for WMD-1104, WMD-1980-terrain tweakz flickering fixes
* Mount Panorama: Some inner terrrain instances added to fix plain/empty look, updated base and child scene, new experimental puddles reverted
* Azure Coast: Updated track with latest works, updated some stuff to match with latest changes, first pass, updated lights where needed, first pass
Known issues:
– Replays: Working but sometimes you can’t watch saved replays plus other issues
– Speed sensitive camera option is missing from UI
– None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
– If you want to run x86 Gold, run the pCARSGld.exe directly – DO NOT RENAME FILES!
– MP Currently locked to Juniors, it will be re-opened.

 

Build 834 (22/10/14) – 114.3 MB
Next-Gen:
* PS4: Reduced number of PS4 mips on env-map.
* PS4: Fix for not generating the last mip-map.
Render:
* Added envmap precautionary kickoff
* Enable Phase2 MT when using -dx11MT
* DX9: Fix for post filter crash. Fix for DX9 crash on startup.
GUI:
* Updating Abandon Season text
* Making opponent names use 4 settings, not 2. Default to ‘MP only’
Cameras:
* Renamed Camera Actor to match Automatic selection
Online/Multiplayer:
* Steering and positioning accuracy improvements for remote vehicle prediction/interpolation
Vehicles:
* Aston Martin Vantage GT3. Updated wiper mask texture, wiper mask texture file updated, updated tires textures, animation files, Updated wiper animation.
Tracks:
* Azure Circuit: Static instances xml
* Mount Panorama: New 2D skydome with normalmap based on real 3D one, new experimental puddles
* Cadwell Park: Fixed an incorrect track rotation offset for the Geo data – this should fix issues of the Sun setting in the wrong place
* Besos: Fixes for WMD-1104, WMD-1980-terrain tweakz flickering fixes, tweaked tree scales and placment/style-added tourist couches and camper vans, added video screens, team booths and various track dressings
Known issues:
– Replays: Working but sometimes you can’t watch saved replays plus other issues
– Speed sensitive camera option is missing from UI
– None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
– If you want to run x86 Gold, run the pCARSGld.exe directly – DO NOT RENAME FILES!

Link to comment
Share on other sites

Build 839 (29/10/14) - 206.3 MB
Next-Gen:
* XB1: Fix for corrupt spotlight shadows at night.
* XB1: Fixed stutter during game play when another user joins the online session via JIP.
Render:
* Fix for missing clouds in rear view mirror.
* DX11: Disable erroneous assert in shadow control
* Code to allow tweakit to be able change rcf inputs.
* DX11: Added/implemented Renderer APIs for FPS capping
* Code to allow us to be able to change the drivers RCF inputs in game.
* DX11: Fix for night-time hang and/or flickering cockpit shadows with -dx11mt
VR:
* Fix for geometry pop-in when running with Oculus Rift
* Fix Oculus VR tracking Reset (only reset Yaw, not PitchYawRoll)
* Add new command-line option -fpscap <fps> to allow frame rate capping
GUI:
* Fix dangling pointer in dialogs
* Pitstop camera interface, that allows multiple cameras for various situations that might happen in the pitstops
Online/Multiplayer:
* AR-2698: Extended the soft-kick subsystem to support kicking by the game logic in cross-platform fashion. Improves kicking behavior on Steam and XB1 which do not have service API to kick session members. Old Steam-specific and XB1-specific code to be removed asap. Bumped the protocol version.
Characters/Animations:
* Adding bone "props_airgun_head" to props rig
* Pitcrew ART: Deleted duplicated pocketpants meshes
* Pitcrew ART: Added kart and GTlow armpitcrews. Updated materials and added new presets. Added pcars logo layer to polo, skin updates. Light scale global ON
* PitEngineer: Updated hazard report implementation. Implemented blue flag reports. Replaced damage report implementation. Completed pit stop and penalty report implementation. Implemented Le Mans specific VO. Added distinction between overall fastest lap of race and player's fastest lap. Implemented career moments VO (first race, first win, first championship).
Career:
* Career session advancing at end of race no longer requires a track load, so progression is much faster. Code/Script changes to handle session setup/advancing, and initial career grids/handling grid position updates at session end.
AI/Pitstops:
* Tweak to ai early braking / slowdown on sharp corners for poorer drivers.
Physics:
* Further metrics code
* RUF CTR3 SMSR: Collision model update
* WIP changes for STM spawning for JIPed players
* Ford Focus RS: Fixed 4cm rearward offset on some collision shapes
* Lotus 72D: AI handling and grip re blanaced to new AI traction Control Code.
* If setup uses default tyre, ensure tyre choice is based on weather conditions
Vehicles:
* BMW M3 GT2: LODA Polish
* Vehicles: Adjusted windscreen textures
* Ford Capri Group5: Fixed minor paint bugs
* Pagani Zonda Cinque: Fixed UV mapping issue
* Audi R18: Livery approval fix, added missing Michelin logo
* RUF RGT-8 GT3/RWD P30 LMP1/Ford Capri Group5:: Added 1 senior manager livery
* RUF CTR3 SMS-R: Checked/Fixed AO and Damage deformation. Added Cockpit animations. Updated wipers meshes. Added Wiper Animation/Mask, rain setup. Added Suspension animation (from Ruf_CTR3_2012)
Tracks:
* Azure Circuit: Change ads banner
* California Raceway: Textures for various track buildings
* Monza Short: CSM issues fixed, lowres ad boards fixed, terrain around armco exits fixed
* Cadwell: New ground cover setup, updated broad terrain, wet weather setup and custom textures for kerbs, added missing overlays, new ground cover added
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!

Build 838 (28/10/14) - 333.4 MB
Localisation:
* English fixes and additions
Next-Gen:
* PS4: Added shadow res reset.
* XB1: Kicking session member improvements.
* XB1: Added missing call to sending internal kick message on soft kick.
* XB1: Disable GUI MT (causing black mirror + other broken HUD rendering)
* PS4: Fix for trimmed constant buffer not correctly updating if previous update only did a partial upload. Fix shadow res to a constant.
VR:
* App Props updated to move to Oculus SDK 0.4.3
* Runtime update for API changes in Oculus SDK 0.4.3
* Added Oculus Rift SDK 0.4.3. remove old versions of SDK
Render:
* Impostor Reflection Manager changed to prevent double deletion of imposter objects
* Fixed leaking damage data - a small packet was leaking per vehicle per race round-trip.
* Modified dynamic envmap creation code to delete items in a more reliable order, to prevent risk of accidental thread corruption from writing into an array after releasing it, and also reset pointer to prevent accidental double deletion by subsequent destructor call
GUI:
* FE Photo page DOF
* Photo mode pp filter tweaks
* Fixed black screen for AI ingamemenu quit
* Fix for pp filters on photogame in game not working.
* Removing the gradiant layers from the photomode page.
* FIX AR-2596, allow only selected vehicles on specified tracks
* Off screen text rendering now only occurs if 'SetGlow' is enabled.
Cameras:
* Adding code that is we try to set override camera or indicent camera to an internal camera and the car has no cockpitt it will use the bummer camera.. I have also setup the code to look at a 1 meter up offset from the center of the car when looking at cockpitt offsets on a car with no offset (stop them looking at the ground)
AI/Pitstops:
* AI Traction control improvements
Physics:
* RUF RGT8: Collision model update
* RUF CTR3: Collision model update
* RUF RGT8 GT3: Collision model update
* RWD P20 LMP2: Collision model update
* Lotus 25: Basic engine data for tire testing on the 49.
Vehicles:
* Audi R18: Minor approval fixes
* RUF CTR3 SMS-R: Wiperwasher mask texture file initial checkin.Animation files. Cockpit/Wiper/Suspension animation initial checkin.
Tracks:
* Eiffelwald: Adding advert branding
* Ring Ding: Textures update, added new txt for a2 building
* Cadwell: Added track specific ground cover meshes for MichalB
* Besos: Overlay ammendments, lod and material tweaks, tweaked mips
* Azure Circuit: Merge latest work, fix bugs, Ornate Lamps Flare Colour Tweaks
* Imola: Fix of physicmaterials around trackbarriers, fix of bright grass seams, fix of inner grass to out grass border, fix of single sided tribune stairs, fix of tribune lamps, fix of tyrewall end issue, fix of intersecting trees-barriers, more grass-skids added
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!

Build 837 (27/10/14) - 259.9 MB
Next-Gen:
* XB1: Added code to propagate game state to players that just joined the online session via JIP.
Render:
* Limit DynamicEnvmap generation down-to 32x32
* DX11: Shadow Depth Format fix for high/ultra shadows (D32)
* Code to expose track centers to live edit so we can tweak for the horizon.
* Corrected processing of occlusion test for objects with height test flag set
* Clouds: Reinstating the lighting with the emaps, rolling back culling changes to combat odd popping issues.
Effects:
* Dirt build up utilises weather, proximiity and ground surface to increase build up rate
* Dirt build up logic moved to physics and integrated into metrics for replay / MP integration
Cameras/Replays:
* FIX AR-2136, longer time duration for replay, replay time made platform dependant
* Photo mode: PP filter additions, tweaks and display names changed. Names will be redone once we have the final, reduced set in place.
* If a tracking camera is tryign to track the cockpitt positions of a car but the car does not have one it will track the default position
Online/Multiplayer:
* AR-1843 App Leaderboard - Stop using online leaderboard to populate PB
* Fix crash on JIP by making sure timings is initialised when CAppWorker() is true
* Added missing unregister for derived scenes to fix the crash from MP testing session
Characters/Animations:
* Pitcrew: Added new textures
* Added 3d crowds and staying billboards.
* Pitcrew exports: Added meshes to liveries
* Pitcrew ART: Charcomposition with mclaren livery
* Pitcrew exports: Added new exports with Mcalren livery
* Driver male ART: Char composer, 1pv and CNM using LADX
* Pitcrew exports: Fixed headsock error missing mesh. Fixed exported charcomp file
AI/Pitstops:
* Fix Time Trial positioning
* Bug/assert fix for not enough pit progress slots available (since the pit engineer uses 1)
Career:
* Career Championships: Kart 1 - Updated all series, removing pre-race sessions due to some kart tracks no longer having pitlanes, updated grid placement criteria and bonus points awarding to match.
Physics:
* Renault Clio Cup: Collision model update
* Renault Megane RS: Collision model update
* Added control over lights on detachable body parts.
* Tires: GT/LMP/DTM rain tire rebalancing, various other tires get minor updates
* Ariel Atom3, Lotus 72D: AI handling balance. Fixed Ariel Atom understeering heavily. Lotus 72D similarly tweaked, but needs some more work with traction control. YawDampening paramter added to both CDF's and dropped from hard coded default
Vehicles:
* Ginetta GT3: New cockpit display
* Pagani Zonda Cinque: AI tire tuning, Increased aero drag a bit.
* Audi R18/BMW 1M: Assigned detachable components to lights mounted on them (for Audi R18 and BMW 1M).
Tracks:
* Azure Circuit: Merge latest work, fix bugs
* Imola: Placement fix for goobergrandstnad lamps and some trees
* Jin Ding: Tweaked pole texture, new texture maps, added new txt for a8 building
* Cadburyl: Updated broad terrain, wet weather setup and custom textures for kerbs, sorted the scene for all 3 version (armco, csm mesh, overlays), fixed CSM issues, fixed overlay issues, crowds and barriers placement fixes
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!

Link to comment
Share on other sites

Build 842 (03/11/14) - 704.3 MB
Audio:
* Tweaks to the LMP2 Marek RP & Audi R18. Mainly the engines, turbo, backfires and gear wobble (and many other refinements).
Next-Gen:
* XB1: Fix for broken convolutions
* XB1: Fix non ESRAM shared texture support
* XB1: Fix for flickering issues after CopyToTexture
* PS4: Changed PS4 shadow bias back to 16 as it was causing biasing issues.
* XB1: Fix for the RainDropPanel copytexture using a surface from before post processing
Render:
* Adds cars to reflection map is they are within 10M of camera pos.
GUI:
* Fix environment map in hud.
* HUD: Added KERS/DRS to Motec
* Historic goal unlocking structure
* Fixed assert on time trial ghost tab
* Updated text for new Time Trial screens
* "Unmute" text for action on muted players
* Updated Time Trial Ghost Selection screen
* Engine part of locator support, fix for possible reset crash
Characters/Animations:
* Pitstop proxy cars: Audi R8 V10+, Mitsubishi Lancer Evo X, Caterham SP300
* Addional proxy characters (airjack, team engineer) and more poses (runs, grab ..)
* Driver Animations: Pagani Zonda exported non loopable anim, Using static paddles.
* Drivers exports: GT and F1 classic drivers exports, updated with latest arm meshes and with LIGHT sclaer ON
AI/Pitstops:
* Fix driveable space calculation
* Change the obstacle side buffer from 0.5m to 1.5m
* As a follow up to the recent passing modification : read the test that makes the AI slowdown if he is unable to find any driveable lanes
Career:
* Fixed a bug (side-effect of CL 477937) causing single-race Invitations not to complete, so calendar couldn't advance (contract checking was clearing the current championship before it had been set to finished).
* Updated the car/livery the car select screen displays on screen when picking from an invitation i.e. the last selected for that invitation (if available), or falling back to the invitation default. Clearing the career car on all paths when coming back from car select.
* The Select Car button is enabled when playing a new Invitation (disabled if a session has already been completed), allowing the player to pick a car/livery (sometimes there is only 1 car available). The car selection will be remembered until switching to another Invitation. If a car isn't selected, the invitation default car is used. CareerSave version incremented, so progress will be reset.
Physics:
* Aston Martin Rapide Hybrid: Balanced AI handling and performance with GT4 cars.
* GT4 cars: AI handling balance and balanced to each other. Used Yawdamping paramters and adjusted down grip to balance.
* BMW Group5, Ford Capri Group5: Balanced AI handling with Yawdampening, AI grips and slips adjusted for performance with latest AI traction control.
Vehicles:
* Formula A/B: Set to generic Motec display
* Audi R8 LMS: Added brakebalance to display
* McLaren 12C GT3: Added pages to cpit display
* Ginetta G55 GT3: Steeringwheel in CPIT is removeable now
* Pagani Zonda Cinque: Fixed rear light damage component dependency
Tracks:
* Snetterton: Autograss texture update
* Jin Ding: Inner terrain materials and mapping
* Dubai Autodrome: Userflags fixed on ground mesh
* Besos: Removed lights from unseen parts of the circuit
* Le Mans: Fixed a whole set of bugs reported by WMD members on the forum
* Azure Circuit: Adding textures, updated details. Crowds placement update
* Road America: Merged latest, fixed various issues, 2nd pass on the dressing, removed helper, new texture maps
* California Highway: Fixed flickering rocks on s1 s2 s3/jira issue WMD-477/popin issues stage3 ends /reorg and updated all xmls static inst crowds dyn lights/fixed csm issues/tested
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!

Build 841 (31/10/14) - 670.3 MB
Audio:
* LMP2 RWD P20 incar and external engine sets, plus an AI version. Includes tranny, turbo, gears, backfires, distant roll-offs and trajectory.
Next-Gen:
* PS4: Only set render target aa state if target is being set.
Render:
* Adding in code to allow us to say how long we want to be in a camera
Effects:
* New fullscreen transition system. Setup to do crossfades.
GUI:
* Fix for duplicated text ids
* Camera cuts updated, presets for animation chosing incorporated
* Fix PresetsFirstLaunchDialog not being closed properly. (because we were opening it more than once)
Cameras:
* Changing the mIsRearView variable to u32.
* Code change so that when we activate rear view the game treats it like a new camera.. This is so we can recalibrate systems that have assuptions about the camera view in place.
Character/Animations:
* F1 pitstop blocking
* Pitstop proxy/blocking scenes
* Added F1 jackup front and lollypop.
* Initial files for lollypop and front jackup
* Pitcrew export: Added Pitcrew GTLow and Kart with its RCFs variatiosn and liveries
Career:
* Career Championships: Entry Karts - intro video speech updated to remove reference to prerace sessions.
Physics:
* Adjusted AI handling with yawdampening and grip/slip adjustments
* AI handling balance on all Audi's, BMW's, BMC Mono. Handling adjusted around new yawdamping paramter and new TC code.
* BMW M3 GT4: Added swaybar, increased rebound travel to fix ill handling on player car. Adjusted AI handling with yawdampening and grip/slip adjustments.
Vehicles:
* BMW Z4 GT3: Tweaked windscreen banners
* RUF RGT-8 GT3: Polish items on headlight IDs and tires
* Reviewed light damage and added new data for part dependency
Tracks:
* Road America: RL branding
* Besos: Repathed textures copied over
* Oschers National: Most funneling of corridors removed for testing
* Azure Circuit: Sitting crowds + initial placement for Azure circuit
* Snetterton: New autograss, CSM tweaks, optimization,viewer updates,bug fixes
* Jin Ding: New kerbs added with custom textures, stitched/remapped where needed, applied new road material, added new emm map for a3 building
* California Highway: Fixed flickering rocks on s1 s2 s3/jira issue WMD-477/popin issues stage3 ends /reorg and updated all xmls static inst crowds dyn lights/fixed csm issues/tested
* Watkins Glen: Control tower of Connectcut hill applied with watkins glen logotype, connecticut hill fixed disconnected fence at start area, fixed AIW related issue on uphill section after turn2, added advert stuff as requested from track owners
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!

Build 840 (30/10/14) - 82.2 MB
Next-Gen:
* PS4: Fixed spot light shadows not appearing. Removed EOP flushes on labels.
* PS4: Adds quad draw. Ability to clear target with quad rather than cmask fast clear.
* XB1: Fixed issue that caused players joining an online session via invite to sometimes not join properly and get disconnected eventually.
Localisation:
* TextDB: Modified wireless strings for German and Russian.
Audio:
* Tweaks to the MP4-12C, MP4-12C GT3, Audi R8 LMS Ultra, Audi R8 V10 plus, Ruf RGT8 & Ruf RGT8 GT3 (gear wobble and many other refinements). Fixed the sudden "VTEC-like" transition at higher RPM in the Mercedes Evo2 DTM.
Fixes:
* Fix VehicleDriver compiler warning.
* Fix for command line args support for Gold x86 exe launch failure.
Render:
* Code for fix pure call shutdown crash when trying to free a null material.
GUI:
* Fix some double close of dialog issues
* Additional FFB items added to mainmenu file
Online/Multiplayer:
* FIX AR-2327 MP - Stall when loading a new JIP vehicle
* Fixed most cases on wrong messaging when members are removed by game kick or internal "connectivity problems" kick.
Cameras:
* Code to allow us to generate camera sequences based on data in a hrdf file.
Characters/Animations:
* Added fuel hose compensator (wip)
* Anim assets: Added animated camera crane
* Anim assets: Camera crane - fixed wrong arm position
* Pitcrew ART: Updated skin in poloshirt and created RCFsetups
* Pitcrew ART: Updated skin on legs and cargoshorts and materials parameters
AI/Pitstops:
* Change avoidance to rely more on the Dangerous obstacles array when in passing situations
Career:
* Game is saved when advancing career sessions at end of race
* Career Motorsport Teams: Formula Rookie duplicate teams fixed.
* Added track checking to career data tests, to validate it doesn't change between sessions within a round
Physics:
* Only enable active actors when resetting components
* McLaren 12C & P1: Minor adjustments to prevent front suspension inversions
* Ariel Atom Mugen/V8 - Lotus 25,49,and 76 - AI hasndling (mostly using tire grips and slip angles) rebalanced around the new Yaw Dampening and Traction control features.
Tracks:
* Jing Ding: Added textures, moved marbles and leaves in Jing Ding
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!

Build 839 (29/10/14) - 206.3 MB
Next-Gen:
* XB1: Fix for corrupt spotlight shadows at night.
* XB1: Fixed stutter during game play when another user joins the online session via JIP.
Render:
* Fix for missing clouds in rear view mirror.
* DX11: Disable erroneous assert in shadow control
* Code to allow tweakit to be able change rcf inputs.
* DX11: Added/implemented Renderer APIs for FPS capping
* Code to allow us to be able to change the drivers RCF inputs in game.
* DX11: Fix for night-time hang and/or flickering cockpit shadows with -dx11mt
VR:
* Fix for geometry pop-in when running with Oculus Rift
* Fix Oculus VR tracking Reset (only reset Yaw, not PitchYawRoll)
* Add new command-line option -fpscap <fps> to allow frame rate capping
GUI:
* Fix dangling pointer in dialogs
* Pitstop camera interface, that allows multiple cameras for various situations that might happen in the pitstops
Online/Multiplayer:
* AR-2698: Extended the soft-kick subsystem to support kicking by the game logic in cross-platform fashion. Improves kicking behavior on Steam and XB1 which do not have service API to kick session members. Old Steam-specific and XB1-specific code to be removed asap. Bumped the protocol version.
Characters/Animations:
* Adding bone "props_airgun_head" to props rig
* Pitcrew ART: Deleted duplicated pocketpants meshes
* Pitcrew ART: Added kart and GTlow pitcrews. Updated materials and added new presets. Added pcars logo layer to polo, skin updates. Light scale global ON
* PitEngineer: Updated hazard report implementation. Implemented blue flag reports. Replaced damage report implementation. Completed pit stop and penalty report implementation. Implemented Le Mans specific VO. Added distinction between overall fastest lap of race and player's fastest lap. Implemented career moments VO (first race, first win, first championship).
Career:
* Career session advancing at end of race no longer requires a track load, so progression is much faster. Code/Script changes to handle session setup/advancing, and initial career grids/handling grid position updates at session end.
AI/Pitstops:
* Tweak to ai early braking / slowdown on sharp corners for poorer drivers.
Physics:
* Further metrics code
* RUF CTR3 SMSR: Collision model update
* WIP changes for STM spawning for JIPed players
* Ford Focus RS: Fixed 4cm rearward offset on some collision shapes
* Lotus 72D: AI handling and grip re blanaced to new AI traction Control Code.
* If setup uses default tyre, ensure tyre choice is based on weather conditions
Vehicles:
* BMW M3 GT2: LODA Polish
* Vehicles: Adjusted windscreen textures
* Ford Capri Group5: Fixed minor paint bugs
* Pagani Zonda Cinque: Fixed UV mapping issue
* Audi R18: Livery approval fix, added missing Michelin logo
* RUF RGT-8 GT3/RWD P30 LMP1/Ford Capri Group5:: Added 1 senior manager livery
* RUF CTR3 SMS-R: Checked/Fixed AO and Damage deformation. Added Cockpit animations. Updated wipers meshes. Added Wiper Animation/Mask, rain setup. Added Suspension animation (from Ruf_CTR3_2012)
Tracks:
* Azure Circuit: Change ads banner
* California Raceway: Textures for various track buildings
* Monza Short: CSM issues fixed, lowres ad boards fixed, terrain around armco exits fixed
* Cadwell: New ground cover setup, updated broad terrain, wet weather setup and custom textures for kerbs, added missing overlays, new ground cover added
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!

Link to comment
Share on other sites

Build 848 (11/11/14) - 82.7 MB
Audio:
* Stuck gear sound now plays if the gears are damaged, triggered from physics events (volume levels/dropoff still to be tweaked)
Physics:
* AI rolling resistance per tyre tweakers
* Display aero drag for AI in debug screens
* Mclaren 12C GT3: New shock ranges, Swaybar reduced, New FFB tweaks
* Audi R18: Added back more yawdamping. Was having a bit of oversteer on this AI.
* Aston Martin Vantage GT4: Fixed too little AI load senstivity making it always the fast AI car in GT4
Vehicles:
* RUF CTR3 SMSR: UV and material fixes
Tracks:
* Azure Coast: Textures for bus stop.
* Jin Ding: Added new txt for a3 and a11 stands, new ground cover, textures update
* Oschersleben: New raceline for better AI racing. 1.5 seconds faster with GT3 cars.
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- Lotus 49/72 causes a CTD (switch the tire model from default to a different one)
- JIP new system is up but it has a small delay before the Drive button allows you to actually join (you might have to wait up to 15sec after the drive options appears)

Build 847 (10/11/14) - 822.9 MB
Important:
* PC: Changed project documents sub-folder name to "Project CARS" for save game, dbgSession, gfx config etc
Next-Gen:
* PS4: Removes discard from PS4 path. Makes it about 33% faster.
* XB1: Cleaned up main menu quick random state code to reduce amount of duplication.
* PS4: Fixes issue with SSAO missing half the noise texture. Fixes issue with setinterparams not correctly marking the shader textures as dirty.
* XB1: Updated online "Quick Random" option code to use the DS flow. Added session state callbacks to MainMenu to handle special error cases (not enough permissions, logged out, etc.).
Render:
* Moon rendering now fixed.
* Removed imposters from consoles. (They were not active anyway).
GUI:
* Applinks for new bars
* Fixed MP location select
* Refinements to DNP tracking
* Fixes number display in profile stats
* Fixes broken track layout select flow
* Updated Tuning Load/Save screens and help text
* Chat box not shown on console in-game lobby screen
* Tuning sliders hidden when a tuning option is disabled
* Additional text strings for updated Tuning Load/Save screens
* Fixes scrolling in MP create and lobby screen for location and vehicle
* Wipers audio plug and animation extension, trigger moment fix and more AR-2272
* Fix for issue where in browse locations, the track maps and info would not appear
* Fix for AR-2743 and partial fix for game mode settings (laps and AI participant count)
* Car Class menu item added to console Mulitplayer Create screen rather than Opponents Identical Class
* Fixes Beta issues, return to main menu from dashboard; time trial screen selecting locations 'OnSelect'
* Fixed a group of memory leaks caused by having a method for removing certain items which was not called.
* Don't begin lobby countdown timer until at least 1 vote to start received. Disabled Start button in public games.
* Rich presence core tech update and majority of app-side hooks implemented. XDP and TextDB updates to reflect game features.
Cameras:
* Fixed possible crash in camera release.
* Added ability to change the seat angle in the Cockpit and Helmet camera views.
* Removed some unwanted camera animation loading for AI, should speed up the load and should help with some suspected crashes related to releasing them as well.
Online/Multiplayer:
* Basic dedicated server skeleton and cmdline wrapper. So far only Steam Server startup sequence has been implemented.
Characters/Animations:
* F1 Pitcrew: Initial anims "fire attendant R"
* Pitcrew exports: Fixed LODB and LODC racingsuit IDs problem
* Isolated props_root bone completely and fixed Export rig Selection sets
* Pitcrew export: Re exported to have base bilbard material in LODD as default
* Pitcrew: Added pitcrew billboard + smsop for the LODD. Added new compositiosn for the new billboard
* Pit manager update for correctly handle pitstop sharing. Added checks to ensure better animation loading.
* Pitcrew: Added new billboard LODD mesh as body racingsuit. Updated name mesh to match last name convention. Updated billboard texture. RCF updated with new billboards entry
AI/Pitstops:
* Tweak the start reactions to a player being AFK on the grid
* Added test to make sure the driver is blocked by either another car or a wall in front of him before firing the Reverse Recovery
Career:
* Added assert when checking career data without a career save, to make sure a complete check is done
Physics:
* Fixed bug in CL 493557 causing floating vehicles.
* Updated vehicle non-collidable behaviour after reset to track.
* More AI grip changes to balance speed aginst player car - Caterhams
* Caterham Classic: Reduced FFB tire multi force to reduce feed back strength
* GT3 cars: Balanced fuel use and tank size for realistic stint length and to keep the field close
* Mercedes SLS AMG: Weight adjusted per Sport Auto test, Made active aero non-adjustable, Drivetrain efficiency
* Mclaren MP12C GT3: Reduced front brake bias, add more rear swaybar to the setup. Helps corner entry understeer.
* Formula C: Fixed rattling in FFB, reduced cold tire grip range to make the car drivable. Redid setup to remove a good amount of trailing throttle understeer. AI grips increased to match my increased lap times from these changes.
* Fixed detection of objects overlapped by participant vehicle, on update of participant's collidable state. Non-collidable participant, trying to be fully collidable while its vehicle is blocked by overlapped objects, becomes collidable with static obstacles until full collidability is possible.
Vehicles:
* Alpine A450 LMP2: Minor approval fixes
* Marek LMP2: Fixed cockpit steeringwheel to be hideable
* RWD P20 LMP2: Fixed cockpit steeringwheel to be hideable
* Oreca 03: Minor approval fixes, added Oreca logo to liveries
* Gumpert Apollo: Fixed duplicate interior parts on ultra detail
* Aston Martin Rapide: Fixed duplicated cockpit parts in Ultra detail
* Ford Capri Group5: Added placeholder senior manager livery, small ultra detail fix for windscreen banner draw order bug
Tracks:
* Azure Circuit: Tweaked planters.
* California Horse Thief Mile: Crowds initial placement.
* Dubai Kartdrome: Truck removed, dyn triangles, trucks, tents
* Eifelwald GP: Latest placement update (tree repath, tyrewall updates)
* Oschersleben: Removed single pit spot causing the pit crew on the track.
* Silverstone: Updated the road material to remove the ununsed second normalmap
* Florence GP: New raceline for the AI. Picked up about 2 seconds with the GT3 cars.
* Eifelwald: Adding rain blockers, marbles & leaves, wet track reflection & env map tagging.
* California Highway: Wet weather updates, tagged terrain and scenery to show in puddle reflection maps
* Imola: New AIW raceline for a bit faster AI. Picked up about 1 second with the GT3 cars, marbles and leaves camera box effects added
* Sakitto GP: New basic AIW's for latest corner changes, new basic AIW's for testing the new layouts. Theses only have the main path and start positions. No working pits. Quick race only.
* Greenwood Karting: Old event tents was swapped on new models, old event flags was swapped on pcars flags, old tyrewalls was swapped on new green/white color and better model+textures (hw instances and dynamic), created new grass csm and reworked grass exclusion map, updated crowds and viever assets for new terrain
* Watkins Glen: Track related viewer files fixing some missing tyrewall end assets and positions , also remanaged tree scene so it can be shared between the scenes at, added reflection entry for scene depending reflection on connecticut hills variations, fixed reflection issues reported on Wmd forum, started on fixing the other reported WMD bugs
* Jin Ding: Added alpha ch. for spec map, fixed lod pop up issues on fences, marshall huts, ad boards etc, updated terrain blend map around barriers and edges of kerbs and graveltraps, baked vertex AO, baked texture AO and added to broad texture map, merged new fakeline and skidmarks from Andreas, merged stuff from LukasK, TomasT and JanP, assets textures - noise wall, buildings, gantry,adboards, fakeline and skids blend maps
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!
- Lotus 49/72 causes a CTD (switch the tire model from default to a different one)
- JIP new system is up but it has a small delay before the Drive button allows you to actually join (you might have to wait up to 15sec after the drive options appears)

Build 846 (07/11/14) - 642.7 MB
Audio:
* Adding SFX to Summerton
* Updating SFX for Azure Circuit
* Adding basic SFX to Snetterton 100
* Adding SFX to Calif Horse Thief Mile.
* Adding SFX for Snetterton 300, 200; Green Wood Karting
* Support added for playing wiper sounds (triggers still to be hooked into anims so sounds won't play until that's done)
Next-Gen:
* PS4: Fixes credits issue
* PS4: Adds thread affinity for PS4 animation.
Render:
* Cloud optimisations, reduced tri count by 1/3.
* Morph mesh support for passing through convert to quad flag.
* Cloud support for converting billboard streams to quad lists.
* Code to tell the participants to clean up their fx actors on shutdown.
* Added support for converting cloud billboards to quads (only fully implemented on PS4). Adds PS4 support for mesh prims using auto index.
* Fixed potential leak in replacement system (could only occur when there is a missing texture, so should not impact on final build, but worth cleaning up anyway)
GUI:
* Text for new accolades
* Added texts for profile stats
* Adding Tier info to motorsports
* New tuning screen implementation
* Race settings separated for game modes - AR-2402
* Tweaks to Drive Network Profile comments and logic
* Driver Network Profile bar graphs rather than pie charts
* Added Credits screen, built from Ivo's credit data shelve
* WrongWayIndicator page added (same as WarningCountdown atm)
* Driver Network Profile: Support code from PaulH. Metrics tracking for player. Pull metrics from data and supply to DNP screen
Online/Multiplayer:
* Fixed a collection of lobby timer asserts.
* Made changes to JIP to always have unique grid position,
* Added code to wait until physics metrics are sync'd before releasing car from garage
Characters/Animations:
* F1 pitcrew: Mocap initial data / f1 fuel mech., lollipop mech.
Cameras:
* Testing Timo's cockpit and bumper camera settings, revised impact and speed shake effects
Career:
* Career Contracts: Updated GT3 contracts to fix duplicate teams.
* Making endorsements and invitations propper global historic goals
* Career Championships: Corrected various event dates to ensure proper sequence of rounds.
* Added Endorsement data so they can now have named sponsors, sponsor names added to text replacement
* Contracts can now also be offered after meeting specific criteria (e.g. number of career races won/raced etc.)
Physics:
* GT4 Cars: Added a bit more grip back to theAI cars as further speed matching
Vehicles:
* RUF RGT-8 GT3: Added placeholder senior manager livery
* Audi R8 LMS Ultra: Added placeholder senior manager livery
* Ford Capri Group5: Added placeholder senior manager livery
Tracks:
* Green Wood Karting: Crowds placement
* Florence Short: New raceline. Improves AI racing.
* Eifelwald Muellenbach: Placement update (bug fixes)
* California Highway: Vertex painted all tarmac surfaces for puddle reflection mapping as appropriate
* Azure Circuit: Tweaked textures, emisive texture, specular for canopy, tweaked textures, updated textures
* Eifelwald: Moved all trees into a shared XML , updated main scenes to use the new XML , setup reflection flags on all viewer meshes.
* Dubai Kartdrome: Crowds placement, Terrain polish,groundmaterial updates,outer terrain reworked,new assets added, removed car intersecting with podium
* Sakitto: AIW fixes, viewer files updates, objects update, temp updates to track maps, New AIW for new layout (West) has main path, pit path, race line, 15 pit positions, 30 garage spots.
* Jin Ding: Added new txt for a5 building, added tyrewalls set, added white concrete kerbs, lofted kerbs edges overlays, merged tyrewalls and fixed CSM issues, tweaked inner and outer terrain textures and materials, removed some unseen and not needed trees in Jin Ding
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!
- Lotus 49/72 causes a CTD (switch the tire model from default to a different one)
- Cannot exit career mode after entering an event
- Time Trial track selection is bugged (you need to highlight the track and then move the mouse around, it will also lose the selection once you exit a TT session)
- Cars pile-up on the 2nd race you do with AI (workaround is to exit to main menu and back to Race Weekend, or you could just stare/enjoy the mayhem)
- JIP new system is up but it has a small delay before the Drive button allows you to actually join (you might have to wait up to 15sec after the drive options appears)
- Browse location option is broken (use the track list in order to select your track)

Build 845 (06/11/14) - 317.8 MB
Localisation:
* Corrected Polish descriptions (WMD-2100)
* Added trophy icons and corrected German (WMD-2099)
Audio:
* Rain and thunder sounds now play, dependent on the current weather, car view/velocity and if in a tunnel. Audio data optimised to reduce channel use, some tweaking still required.
Next-Gen:
* PS4: Fix for chat permisson update when user signs in/out
Render:
* Fix for small culling bug in envmaps (disappearing roads)
* Modifications to class locatable implementation, fixes uninitialized memory, mismatched allocation and free calls, failure to cleanup inside certain types of object, and failure to call inherited destructors due to missing virtual specifiers
GUI:
* Fixed profile assert
* Fixes crash on video removal
* Steam Achievements ( greyscale) icons
* Hookup DNP code for invites and endorsements
* Additional text items for Tuning screen update
* Fix for late script initializations for driver being single on track
* Formation Lap removed from Quick Solo Weekend settings, Credits screen created, updated applinks for Multiplayer Create on Xbox One/PS4
* Flag rules: Tweaked blue flag distance as it was triggering too soon. tweaked mechanical failure flag to stay up a bit longer in order for the player to read the message.
* Photopage updates: In-game camera now active. in game camera has collision detection enabled. added joypad controls to orbit camera fixed dof to work in photo mode in game. fixed dof so it works on all cameras in the FE . this is common. fixed bug in random camera sequences, fixed fullscreen transition code it can process when the game is paused. setup code so we do a full screen transition when going to the photomode page. fixed code so that when in cockpitt view the player car is rendered correctly when enting the photomode page and is correctly reverted afterwards.
Cameras:
* Showroom Camera sequence timing extended to 5 sec (from 3)
Controllers:
* Fanatec CSW v2 support
Characters/Animations:
* Art Initial: FA lollypop rig
* Adjusting FA jack rear + rig
* PitCrew LOD: Entries count XML fix
* Animation Fix: Jack down is now reached
* Fix looped animations reverse loop count.
* Props: Lollypop added root suffix for the bone
* Defined pitstop sources for L side pitstops
* Pitcrew LOD visibility tweaks (disapears at 50 metres) - WIP, more elegant solution than pop-up asap
AI/Pitstops:
* Update inputs debugging with more info
* Better script updating for freshly created users.
* Modify blue flag behavior to base speed decrementation of flagged car on the incoming car only to prevent unecessary slowing down.
Physics:
* Mclaren 12C GT3: Swaybar changes for better balance
* Renault Megane RS: Reduced weight, gearbox tolerances, AI adjustments, safer bump stops, drivetrain efficiency
* Formula Rookie, Gulf1000, and Lotus 98T - AI handling balance using Yaw damping, and AI grip changes to match player car speeds better.
Vehicles:
* Updated generic licplate textures
* BMW Z4 GT3: Added new senior manager livery
* BMW M3 E30 Gr.A: Removed duplicated parts from ultra detail setup
Tracks:
* Sakitto: New exports
* Dubai Kartdrome: Rain blockers added
* Dubai Autodrome: Missing tents added
* Brands Hatch: Prop string added fro track centre
* Florence: Crowd placement, New AIW with new raceline. Fixes slow AI and AI hitting pit walls in Qualifying etc
* Jin-Ding: Replaced trees types of Jin Ding with newer ones by Sven, new inner and outer materials and textures, new UVs. Broad map still WIP
* California Raceway: Updated placement with new tree set. updated main XML to work with new trees only XML sub-file , updated LOD file to include the new set of track-specific trees and the model from Jan. safety pillows updates - size culling disabled to prevent lod popping
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!
- Lotus 49/72 causes a CTD (switch the tire model from default to a different one)
- Sakitto track contains some issues
- Cannot exit career mode after entering an event

Build 844 (05/11/14) - 370.2 MB
Next-Gen:
* PS4: Added L3 as default recover car button for thrustmaster wheels
* PS4: Added renderer idler thread to perform 'SubmitDone' if frame update is slow during loading.
* XB1: Fixed occasional freeze when selecting "Cancel" while searching for an online session via the matchmaker.
Audio:
* Added protection against missing sound categories
* Added independent volume category for the pit sounds
* Added independent volume category for the weather sounds
Render:
* Fix for lights not being deleted properly
* Fixed graph rendering system to properly cleanup on exit
* Index Buffer merging (reduces DX11 calls to IASetIndexBuffer by 10-15%)
* Improved damage system cleanup to ensure no items were left for the CRT cleanup to catch
* Code so that if the dequecne camera timeout is setup to be -100.0 the game will attempt to play the camera to its end before picking a new one.
GUI:
* Steam Achievement icons
* Fix for default values FFB
* Control screen FFB features
* FFB code side done by Steve D.
* Added all the loading screen tips.
* Additional text strings for tuning screens
* Brands Hatch: Track centre coordinates added to trd
* Fix for main menu noptions being disabled by default
* Suspend and weake videos when starting/stopping full screen FMV
* Fix for thrustmaster button mapping in menus (options / L1 / R1)
* The option to got to My Garage from the online lobby screen has been disabled.
* Optimized Liveries and Crew loading, added support for car class based pitstop scipt selection.
Online/Multiplayer:
* MP: JIP Improvements
* MP: Fix for host crash on disconnect during load
AI/Pitstops:
* Rework wallcheck system for better avoidance in tight walled corridors
* Change call orders to avoid accessing data that is a tick late and avoid garbage pointers
Career:
* Stopped invitation/accolade processing from asserting when career save data isn't present
Physics:
* Various cars: AI grip reduction to match player better after tersting at more tracks. Some small setup changes.
* BMW 1M Coupe: Weight reduction, increased fuel tank size, minor side aero tweaks, safer bump stops, drivetrain efficiency
* Formula A: Raised collison mesh 20mm to fix the AI launching itself into the air over high curbing. Was very noticable at Azure Circuit.
* More AI speed balancing agianst player. Mostly lower grips after trying at more track variations. A few setup changes for better testing.
Vehicles:
* Audi R8 LMS Ultra: More approval changes
* Caterham Classic: Fixed bad exhaust position data
* Ford Mk.IV: Removed one unwanted mesh from the Ultra detail setup
* BMW M1 Procar: Removed interior windscreen mesh from Ultra setup to fix a draw order issue
* RUF CTR3 SMS-R: Multiple fixes on Body UV mapping (All LODs). Fixed Body/Bumper F Lods meshes differences.
* Ford Sierra Cosworth/Ford Escord MK1/Zonda Cinque/Zonda R/AMR Vantage GT4/BMW Z4 G3: Added 1 placeholder senior manager livery
Tracks:
* Belgium Forest: Fixed road csm errors, added safety gates
* Dubai Autodrome: Merged pit lane path ends properly with new race line.
* Road America: Replaced Tow trucks, more color variations for parked cars.
* Cadwell Park & Azure coast: Added track centre co-ordinates for cloud setups
* Mount Panorama: Workaround for missing overlay sorting on areas with overlay z-fightings and fix for open wall backface spot...
* Jin Ding: New gravel traps mapping and materials, gravel traps, edge overlays, cutted in dirt dirt edges, new fences from LK - textures update
* California raceway: Sitting crowds + initial placement, updated WS safety pillows, cones, bollards, replaced dynamic brake markers. optimised flags counts
* Azure Circuit: New racing line for better AI behaviour. Fixes the Lowes corner slowdown especially. Added more waypoints around the tight corners for better resolution, added new ao map for pedes. bridge
* Besos: Overlay adjustments, window tweaks, panasonic/nvidia ads and new barriers added, added lod entries for tyrestacks, texture tweaks to reduce overly shiny windows, removed/repositioned tyrestacks, dressing tweaks/optimisations
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!
- Lotus 49/72 causes a CTD (switch the tire model from default to a different one)
- Game crashes if it idles in the main menu for a period of time (doesn't happen if you leave it in the RW/FP/MP lobby/Garage Scene)

Build 843 (04/11/14) - 687.3 MB
Next-Gen:
* PS4: Fix for connection drops during race load
* PS4: Using fixed resolution of 1920x1080 in all modes. This stops issues in photos being the wrong resolution.
Render:
* DX11: Clamp slope scale + reduce set of possible scales
* Adds cmask/htile clear via pixel shader. Correctly places cmask fast clear.
* Corrected one render context not being added list of shared ones - resulting in an exit-leak
* DX11: Slope-scape adjustment to last check-in to ensure no more than 256 permutations are possible.
* Added custom focal ranges into CStaticCamera, corrected DOF focus math (added focus speed in place).
GUI:
* FFB tuning screen linkage
* Additional items for Tuning Screen
* Exposure of width limits and optional pre-tire tmep limits for HUD
* Updated first pass of the Tuning Screen. Second pass coming imminently.
* Tires FAR9, width limits, optional HUD temp range override, vintage tires
* Added FE photo page to in-race menus, commented bits for Kev to pick up for attaching camera details.
Online/Multiplayer:
* AR-2455: Implemented jip lobby flow + module for handling lobby flow timers.
AI/Pitstops:
* Pitstop blocking: Formula A pitstop mockup
* Array size fix from ChrisF, prevents crash discovered when editing AIW
* Fix for tyre visibility error in race restart duriong tyre change in pitstop
Career:
* Added a career data check for catch out of sequence session date/times
Physics:
* Audi R8 V10 plus: Reduced weight per Sport Auto test
* Ariel Atoms, BMW M3 GT4: AI grip adjustments to better match player.
* GT4 Cars: Slight drop in AI grip after racing them at various tracks.
* Slightly detuned remote steering prediction (attempt to reduce oscillation)
* GT3 cars: Slight AI grip drop after racing at various tracks. Were a bit too fast.
* Formula A, Formula B, Formula C: Adjusted AI handling balance using yawdamping and new T/C Matched to payer. Also some small setup changes to the FC. Still not good. Has chronic trailing throttle oversteer.
* All GT3 Cars: Balanced the AI handling too remove running wide, using yawdampening, lower grips and new TC code. Huge improvement especially at the tighter tracks. Needs Rain grip balancing still but need new code for that first.
* Next round of AI handling balance and AI speed balance. Caterham classic, R500 and SP300R. Ford GT40, Escot mk1, Focus RS, Mustang TRANSAM and Sierra RS500A. yawdmaping tweaked to bring understeer incontrol. Adjusted grips and slip angles for AI speed vs player.
Vehicles:
* RUF CTR3 SMS-R: Added winning liveries
* RUF RGT-8 GT3: Added rim colour variations
* Ginetta G55 GT3: Fixed lap counter in CPIT display
* Mustang Boss 302R1 AI handing balanced into the GT4 cars.
* Caper Monterey: Revised Ultra detail setup to fix duplicate interior parts.
Tracks:
* Jin Ding: Trees and dressing and viewer placed lights checked in
* Eifelwald: Wet track masking setup to remove puddles on slopes and end roads.
* Belgian Forest Circuit: Adjusted grass cover, adverts fix, optimized, adjusted ground cover
* Dubai Autodrome: New racing line for better AI racing. Corridors and cut tracks also optimized.
* California Raceway: Building, blockers, gas station, htm buildings textures, few cars and trees around the track
* Derby Park: Updated barriers, adjusted grass cover, added grass skids, adjusted grass cover, fixed geometry errors, updated barriers and collisions
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- If you want to run x86 Gold, run the pCARSGld.exe directly - DO NOT RENAME FILES!
- Asserts firing during lobby creation and track change (disable them)
- JIP doesn't allow players to join at first (press return to pits and then drive)
- Pitcrews spawning without request and overlapping each others (may cause low fps, this is temporary just so our character artists can tweak them and balance the LOD's)

Link to comment
Share on other sites

Build 851 (14/11/14) - 674.1 MB
Audio:
* Enabling 8 music tracks in menu
* Enables final menu music masters
* Adding final music masters (menu tracks)
* New brake sounds for all the high powered race cars. All cars now have brake failure sounds.
* Turbo wastegate audio averaging system replaced by blow off valve check now available from metrics
* Maintainance on the Turbo sound models. No file sharing across the models, consistant distance parameters and rolloffs.
Next-Gen:
* PS4: Disconnected from PS4 issues fixed, terminology fixed on PS4
Render:
* Added function to return safe area ratio.
GUI:
* Fixes for PC ghosts
* Fixes time trial menu crash
* Fix crash in TT with fresh profile.
* Added key handlers to replay buttons
* Multiplayer Create and Lobby hotfixes
* Added change location vote icon in lobby
* Final placeholder news story images replaced
* Fixed broken applinks in vehicle model selection
* Quick Access Menu overlap in other languages fixed
* Increased spacing between words on Page Header font
* Fixed broken applinks in time trial vehicle selection
* Lobby fixes and audio sliders added (Stuart to implement)
* Options and Share controller icons made clearer as per requirements
* Remove controller options arrows when there are no options available.
* Fix for WMD-1433 - Location/vehicle selected in QRW/FP is reflected in TT
* Fixed non-kart car selection list after the tracklocation change in profile
* Updated the damage reasoning text to reflect the updated types from physics
* Achievement/Trophy clarified that Free Practice not allowed for "Sunday Driver"
* Fixes for Multiplayer Lobby screen (gamepad navigation, removal of grid/opponent size)
* Fix for warmup sessions. Initialising the session start time for warmups, otherwise it can cause the session to end immedietely
* Additional tab added to Career Dashboard to view motorsport intro again and eventually browse the available tiers (currently you only see this on New Career)
* Achievement fixes: Consistency is King - Disallowed calculations when using AI lap time generation (skip to end of session), One Lap To Rule Them All - Disallowed using AI lap time generation, and also disallowed multiple-counting of the same track (fixes a recent bug addition), I Am The 5% - Fixed the cockpit-camera test so it happens after the green light
Cameras:
* New eyepoints for the Ginetta G55's and the BMW 320 Group 5 so you can see the road and apex's when racing.
Controllers:
* Updated strings for Fanatec CSW v2 base
* Reduced default FFB as it was way too strong
* Fixed default control mapping to be sensible
* Updated project to use latest Fanatec SDK to support CSW v2 base
Online/Multiplayer:
* DS: Implemented basic control protocol and session/member state management.
* Lobby: Timer counts down when >=50% votes received, or when the host votes in a JIP session
Characters/Animations:
* FA Pitcrew: Initial fuelmechR RC data
* Pitcrew LODs: Updated file with LODD distance
* FA Pitcrew: Fuelman added trigger for fueltower
* FA Pitcrew: Fuel mechanic, reexporeted with _TM bone
* FA Wheel Mechanics: Animations (full set for 4 wheels)
* FA Pitcrew: Chief mechanic- removed prefix F1,+removed obsolete data.
* FA Pitcrew: Fuelmechanic captured data, nontraced, fuelhose is missing TM bone
* FA Pitcrew: Fuel mechanic - added tm bone for fueltower, added trigger for shareanim at 0fr
AI/Pitstops:
* Fixing issue with AI predictions raycast
* Pad the 16 byte aligned AITweakerDataFile class for efficient memory usage
* Clearing some memory leaks in script variable allocation and camera skeletons
* Fixup full player repair to take into account pit strategys tire compound & changes
* PitEngineer: Exorcised phantom back markers (dodgy logic in OpponentTracking:: Process).
* Fix AI tweaker data file from not loading when certain precompilation directives were turned off
* Add a new HRDF data file to contain the AI tweaker defaults for data oriented AI behavior control
* Another fix for pit stop repairs. Now triggering full damage repair on 'return to pits', for free practice.
* Fix for pit stop repairs, affecting brakes & suspension. Physics no longer spammed with repair requests per-tyre.
* Obstacle avoidance : remove ProcessHazards_HazardBuffer from road lats when choosing best lane so as to be able to use more of the available road.
* Adding the ability to reschedule pitstop penalty if the car gets before it reaches pits and needs repairs or needs to refuel , adding contents of Chris shelve to it.
Vehicles:
* RWD LMPs: CPIT display tweaks
* RUF CTR3: Refined Ultra detail setup
* Formula C: CPIT display material updates
* BMW Z4 GT3: CPIT display material updates
* Ginetta G40: CPIT display material updates
* RUF CTR3 SMS-R: refined Ultra detail setup
* BMW M3 GT4: Cockpit display material tweaks
* Renault Clio Cup: Refined Ultra detail setup
* Ginetta G55 GT3: CPIT display material updates
* Ginetta G55 GT4: CPIT display material updates
* BMW 320 Group5: Minor fix on Cpit wiper animation.
* Ford Mustang Boss 302R1: CPIT display material updates
* Audi R18: Animation files. Wipers sound triggers added
* Aston Martin Vantage GT4: CPIT display material updates
* Aston Martin Vantage GT3: CPIT display material updates
* Audi R8 V10+: Animation files. Wipers sound triggers added.
* Marek LMPs: CPIT display tweaks, refined Ultra detail setup
* Pagani Zonda R: Fixed duplicate cockpit parts in Ultra detail
* Pagani Huayra: Fixed duplicated interior parts on Ultra detail
* Aston Martin Rapide S: Animation files. Wipers sound triggers added.
* Audi R8 LMS Ultra: CPIT display material updates + windscreen reflection fixes
* Mercedes SLS AMG: Fixed missing trunk interior on Ultra and light leaks under tires
* BMW M3 GT2: CPIT display material updates + windscreen reflection update + taillight material tweak
Physics:
* Mclaren 12C: FFB spindle arm changed to 13 per bmanic.
* GT/LMP Tires: Increased cold sensitivity, improved intermediates in wet
* Ford Escort MK1 1600: New controller FFB paramters, increased steering lock, increased rear swaybar slightly. Tuend the AI balance and speed agians the player car. Used the new AIrollingdrag paramter to equalize the straight speeds to the player.
Tracks:
* Summerton: Fixed shader/texture paths
* Azure Coast: New viewer assets (lamps and flagpoles, static assets)
* Dubai Autodrome: New corridors, pit lanes and racelines. Done with a GT3 car
* Lakeville: Updated skybox to use semi-trans material to remove cloud shadows.
* Snetterton 200/300: New AIW race lines for good AI racing. Some corridor editing to keep the AI off the super high curbs on the tight corners.
* California Raceway: Tweaked LOD distances, removed videotrucks, reduced flags, removed several parked cars, tweaked Pit area placement, video trailers, camera vans, trucks, fixed sinking/intersecting stuff
* Le Mans: Added Microbumps all around the racetrack with bigger ones on the public road, fixed a bunch of lod pop ups as well with this export, fixed shimmering track wet edges and a number of WMD reported issues, fixed a row of WMD reported issues for Le mans
* Jin Ding: Removed intersecting dressing stuff from Jing Ding which was intersecting because of newly added scene assets, textures medical center, gateway , bridge ,gantry, tower, added new materials and remaped pitlane, added whitemarks and seams, lofted 3D armco, cutting in more dirt edges, tuned trackedge texture, clearing of broad and blend terrain maps, merged latest stuff from other artists, added alpha channel for window glass, new skyring textures and mapping applied, concrete barrier textures updated, tweaked UV's and adding missing caps to ends of each section. Merged latest stuff from other artists
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- Lotus 49/72 causes a CTD (switch the tire model from default to a different one)
- JIP new system is up but it has a small delay before the Drive button allows you to actually join (you might have to wait up to 15sec after the drive options appears)

Build 850 (13/11/14) - 333.3 MB
Audio:
* Brake Wear and damage will eventually cause the brake sound to grind (only Race brakes enabled so far)
Next-Gen:
* PS4: Call new diffuse/specular convolve.
* PS4: Added specialised diffuse/specular convolve that can produce all cube faces in parallel.
Render:
* Reversed order of chroma vignette to fix issue
* Marbles density values corrected to include decimal place as the code expects that format
* Support for Track Detail Ultra setting (increased LOD switching scale, increases mirror draw distance by 50%, various other switching points scaled)
GUI:
* Added Track Ultra Detail setting
* Updated Quick Vehicle Select screen
* Provided new links for audio sliders
* Added 'vehicle image' data and applinks
* Removing player comparison button from player profile
* Added FOV to photo mode, also fixed DOF to be from 0-500
* Re-ordered wheel image lists as the hardcoded numbers are used in the GUI.
* All remaining rich presence hooks added and a couple of related bugs fixed.
* Session Name search option added to Multiplayer Search screen (PC only, non-functional currently)
DedicatedServer (WIP):
* Base structures for session and session members
* Updated AppId from game's id to correct DS id provided by Valve
* Basic DS protocol message parsing/writing framework and initial message set ids + documentation
Cameras:
* Shortened initialization of prerace camera scripts to help with the visual starting glitch
* Tracking camera implemented independent smooth vertical tracking, corrected behavior of tracking when target enters exit zone (camera movement fades out)
Characters/Animations:
* Removing obsolete animations of lollipop mechanic
* FA Pitcrew: Fum,chm,fia - initial export animations
* FA Pitcrew: Fuel mechanic updated triggers, catabe setup
* FA Pitcrew: Chief mech, fire att: catabe setup, triggers setup
* FA Pitcrew: FUM- fueltower with 2 arms, proof of concept animation
* FA Pitcrew: Modified export name / remove obsolete anim export ...steady_01 -> steady_rc_01
AI/Pitstops:
* Added support for special ASQ for starting free practice / qualify sessions
* Added support for selecting what from pitstops is loaded and shown during a race.
Physics:
* Logic fix for scripted/debug damage changes (was inverted). Verified with StevenW
* Mclaren 12C GT3: Lowered yawdamping for slightly better AI turnin after testing at Watkins Glen.
* GT3 Tires: Added a small amount of increased cold sensitivity. Casey can modify when he adds his latest work.
* GroupA: BMW M3 e30, Ford Sierra RS500, Mercedes 190 DTM - New setups, a new race chassis for the Ford Sierrs RS500 to replace the street chassis it had previously. AI balanced fpr handling and speed to the player.
Vehicles:
* Added new windscreen textures
* BMW Z4 GT3: Added one more senior manager livery
* RUF RGT-8 GT3: Added one more senior manager livery
* Ford Capri Group5: Added one more senior manager livery
* Aston Martin Vantage GT4: Added one more senior manager livery
Tracks:
* California Raceway: Replaced parked cars, 1st pass on track-side dressing
* Belgium Forest: Updated kerbs, set LOD distance, added missing whitelines, updated CSM
* Jin Ding: Added emmmap for b13 stands, fixed intersecting stuff, added ao map for b15 tribune
* Dubai Autodrome: Texture updated with new logo, removed tent blocking new construction assets, new textures
* Watkins Glen GP: New raceline and corridors for better AI racing, reduced count of sitting spectators, updated lod distances, fix lod pop ups on both track variations
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- Lotus 49/72 causes a CTD (switch the tire model from default to a different one)
- JIP new system is up but it has a small delay before the Drive button allows you to actually join (you might have to wait up to 15sec after the drive options appears)

Build 849 (12/11/14) - TOM MB
Audio:
* Bad gear shift grate noise tweaks. Better distance roll-off for external bad shifts.
Next-Gen:
* XB1: Quad rendering support + no index buffer support (for accelerated cloud rendering)
* XB1: Fixed issue which prevented host migration from finalizing correctly when the current host is soft kicked.
Render:
* CloudModel: Only include normals/binormal/tangents with NO_BILLBOARDS (billboards generate their own)
GUI:
* Exported hardcoded lobby strings
* Updated Quick Race Weekend screen
* Disabled time settings for Time Trial
* Getting bonus points working with quick race simulation
* Fix for remaining known knock on bugs from AR-2402 - Split Profile Settings by Game Mode
* Stopped the pit strategy screen resorting the list every time you change a pit strategy active status.
* Another bit of AR-2402 - Time/Date of race settings now split by game mode. Time Trial settings fixed to 1 June 2pm on the current year.
* Photomode: Filter tweaks and additions. I've renamed all filters with descriptive names. non-English srings set to Filter(translated) 01-26
* Additional rich presence hooks, some hardcoded strings exported to TextDB from lobby code. Allow game host to Start a public JIP-enabled session by himself
* Various achievements bug fixes: Maverick Requesting Fly By - ensures this is only checked for during race. Say Hello To My Little Friend - ensures this is only tested against Formula A cars. Sunday Driver - ensures this tests against all sessions, not only race sessions. Keep Calm And Race On - tuned the corner marker count to take into account going through the first corner and THEN crashing as a result of bad cornering. Gladiator - corrected the tire wear check which was failing the achievement if it was set to anything other than 'standard'. Now can be achieved for all tire wear settings excluding 'off'.
Cameras:
* Slowed main animated garage camera down to 1/4 speed
Characters/Animations:
* Added TM bone and traced
* Adding new FuelTower rig
* F1 Lollipop: Updated export selection sets
* Pitcrew: Initial F1 chief mechanic source files
* F1 Pitcrew: FuelMechanic initial export files, catabe setup
* F1 Pitcrew: Fire attendant updated triggers, catabe, export selection
* F1 Pitcrew: Fire attendant export updated with proper naming for position animations ( R-> RC )
* Fix animation trigger tracks leaking named params when loaded from binary data originally referencing its keys. (WMD-2434)
Career:
* Career Endorsements: Scripted and hooked up a full set of eight endorsements (non-final data).
Physics:
* GT4 cars: Balance of performance work
* Tweaks to AI grip application with rain
* Ginetta G55 GT3: Tiny aero model change
* Added rough sand medium & heavy materials
* McLaren MP12C GT3: Lowered AI peak slip angle 1.5 degrees.
* RUF RGT8 GT3: Fixed typo in right front Reboundstage2 so left and right front match
* GT type slicks For AI cars: Dropped peak slip angle 1.5 degrees to help them follow the the higher speed inside apex lines more closely.
Vehicles:
* RUF CTR3 SMS-R: Fixed carbon UV3 mapping
Tracks:
* Azure Circuit: Tents textures.
* Mount Panorama: Herotree placed
* California Highway: Reorganized chevron and lightpoles
* Dubai Autodrome: Ground CSM mesh updated, lod values tweaked, fixed floating assets
* Watkins Glen: White-line related light dark issues all around the track on both variations
* Imola & Brands Hatch: Set Y track center co-ordinates to go in line with the others we have setup
* Jin Ding: Added micro-bumps around the track, mainly to braking zones, clearing of broad and blend terrain maps, more broad map and blend tweaks, new ground cover applied, baked exclusion map, tweaked on broad dif and blend maps, fixed some ad board positions, added edge overlays to service roads
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- Lotus 49/72 causes a CTD (switch the tire model from default to a different one)
- JIP new system is up but it has a small delay before the Drive button allows you to actually join (you might have to wait up to 15sec after the drive options appears)

Link to comment
Share on other sites

Build 857 (21/11/14) - 414.6 MB - Madness Edition
Audio:
* Better shift wobbles for the Zakspeed Capri Turbo.
Next-Gen:
* PS4: Render env map direct to cube map
* PS4: Updated facia buttons and controller diagram
* PS4: PlayStation Network terminology changed to PSN
* PS4: Added posting of Players Met when starting race load
Render:
* Fix for lighting data being accessed in GUI while being modified.
* Added some D3D11 debug functionality to allow filtering of warnings and breaking on specific errors (was used to find the damage system issue)
* Fix for DamageRenderables un-mapping streams that were never mapped. This was causing internal D3D11 corruption - reproducible when crashing, then attempting a replay.
GUI:
* Multiple ghosts on PC timetrial
* HUD Chat now only appears on PC.
* Fill telemetry tyre temperatures for AI
* Editable hud improvements - restored functionality
* Fixes up GUI buttons that were available when they should not have been - WMD-2221
* HUD telemetry: Changed tire temperature coloring to better represent the operating range
* Moved the script race setup to an earlier point, before the physics uses the game information to set itself up
Dedicated Server (WIP):
* Update server's state to Steam (name/flags/player lists/etc).
* This allows the server to be correctly visible when browsing from the game.
* Added technical documentation pdf (more like list of various technical notes and ideas).
* Added testing code to browse available dedicated servers to OnlineSupport and debug menus. Added option to browse Internet/LAN/friends/favorite/history servers and extra logging to see the progress.
Characters/Props/Animations:
* Added Fuel Tower
* Renaming fueltank bones
AI/Pitstops:
* Removal of misplaced hrdfs
Career:
* Career Motorsport Teams: GT4 teams updated to match renamed vehicle liveries.
Vehicles:
* Lotus 98T: Updated CPIT display
* 125cc Kart: Custom dirt DDS file
* McLaren F1: Updated CPIT display
* McLaren P1: Updated CPIT display
* Mercedes SLS AMG: CPIT display update
* Mercedes A45 AMG: CPIT display update
* Ariel Atoms: Changed default wet tire tag
* Caterham R500: Minor polish on cockpit vibration animation setup
* Alpine A450 LMP2: Fixed tire issues, some bad normals on LODX and missing part in CPIT
* Aston Martin Vantage GT3 & GT4: Changed eyepoint slightly up and back for better view of the road and apex.
Physics:
* Caterham R500: Tiny default setup change
* Yiro R.Light and Yiro All Season final polishing
* Fuel vehicles to full capacity in practice sessions
* Caterham Classic: Set SpindleArm FFB value to match reference
* Removed weighted fuel and randomness from player auto-fuelling
* Set fuel from setup if created / saved for this session, overrides autofuel
* Mclaren 12C GT3: Changes to default setup. increased rear tire pressure to match front. reduced preload 2 steps.
* Reduced AI brake efficiency using the AIbrakegrip paramter. This goes along with the recent load induced drag fixes.
* New AI tires for all cars: New specs for the fixed load induced tire drag problem. Dropped load sensitivities, AI peak Slip and braking efficiency.
* More AI updates. Dropped tire drag a bit more. Raised colision mesh to 40mm to remove last of AI crashing onto curbs and pole vaulting into the air.
* Formula C: Slight change to increase FFB strength, added "DA" to the R22 tires tag decription so it can easily be recognized as one I edited for testing
Environment:
* Cedar type variations added to the pool
Tracks:
* Jin Ding: Added txt for b5 building
* California Horse Thief Mile: Added some changes
* Azure Circuit: Added txt for big banner, lamppost moved to a correct position, update ao map
* Watkins Glen GP: Slight funneling entering the Inner loop to keep the AI from making a bad pass on the inside and hitting the armco.added new skyring, added nightlighting to it, fixed overglow of emmissives on buildings
* Eifelwald: Corridor funneling around the Karousel to help the AI stay in. Not perfect, but better. Also maked off some of the bigger grasscrete areas for less AI use.
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- BMW M3 E30/Z4 GT3, Ford Sierra RS500, Mercedes C-Coupe DTM, Radical SR8-X tires might pop when the Ai gives the control to the player in TT, others will have flat spots

Build 856 (21/11/14) - 261.2 MB
Audio:
* Fade adjustments ready for Stuart's code work
* Ford Mustang Fastback: 66 incar and external engine sets, plus an AI version. Includes tranny, gears, backfires, distant roll-offs and trajectory.
Next-Gen:
* PS4: Trophy details text corrected.
* XB1: Change User button added for Xbox One
* XB1: Fixed crash when accepting invitation for expired session (WMD-2860).
* XB1: Fixed Quick Random option not checking MultiplayerService connection state before attempting to EnumerateServers.
* XB1: Fixed crash on clients when host leaves the online session, added protocol version check on joining accepted invitations to online sessions.
GUI:
* Quick Guide headers shortened
* MP - Add 'Any' vehicle group option.
* Load/Save Setup removed from Pause menu
* Telemetry text now added to the Text DB
* Fix for remaining known issues with AR-2402
* Picture viewer added for Driver Network Highlights
* Minor color change on Driver Network Compare screen
* Changed check boxes so they work with activated buttons
* Time Trial vehicle selection list now scrolls on console
* Multiple ghost GUI support, hooking up lots of new applinks
* Invalidate current lap when teleporting to garage/pitspot (WMD-2726).
* Enabled the "Here's Johnny" metric & achievement to have correct detection
* Menu music now cycles through variations (added control to GameAudioSettings)
* Made the "Consistency Is King" achievement easier by reducing it to three laps
Characters/Animations:
* Driver anims alpha2: BMW v12 and ford mustang GT 2015
* FA Pitcrew: Wheel mechanic 01,02,03,04 : updated triggers, catabe
* FA Pitcrew fuel mechanic: Export ready file, with traced _TM bones
* FA Pitcrew: Wheel mechanics and attendats initial _traced export files
* Drivers exports: Updated drivers with eyes lods, Light Scalers ON FOR ALL
AI/Pitstops:
* Moved TurnRadius, CrestRadius and LocalGravity to per waypoints data
* Add a boolean that allows certain behaviors to skip the wall checking test
* AI wall avoidance logic goes from lat position when deciding in which direction to steer to try to reach the middle of the track to using the raycast's hit position side of the road.
Career:
* Added checks for preset career team data getting around the vehicle pakfile limitations
Vehicles:
* Kart01: Fixed tyre dirt
* BMW M3 GT: Fixed front tyre UVs
* Gumpert Apollo: CPIT display updates
* LMP 219D: Fixed Windshield Cpit damage.
* LMP RP339H: Fixed Windshield Cpit damage.
* Aston Martin Rapide: More approval fixes to liveries
* Ford GT40 MkIV: Added LODA screws. Uploaded new export.
* Aston Martin Vantage GT3: More approval fixes to liveries
* Aston Martin Vantage GT4: More approval fixes to liveries
* Ford Focus RS: CPIT display updates, CPIT display material tweaks
* Caterham R500: Removed some unused files and set up tire texture swaps
* Ariel Atom Mugen: Removed some unused files and set up tire texture swaps
* Ariel Atom 300: Removed some unused files and set up tire texture swaps. Set default SpindleArm
* Ariel Atom V8: Removed some unused files and set up tire texture swaps. Set default SpindleArm value
* Renault Megane RS: Fixed missing boot on Ultra detail and tire size differences, removed steering wheel swap on ultra detail
Physics:
* Fixed a typo (tyreIndex -> typeIndex)
* Fixed order of TyreTypes::msTyreTypesNamesList
* Lotus 49/72D/78: Fixed default tire tag crashes
* Renault Megane RS: Set SpindleArm default for FFB
Tracks:
* Belgian Forest: More cut track edits.
* Sakitto: New AIW's for latest changes by Luis. These have main path, Pit path, Start postions and pit postions.
* Azure Circuit: Textures for Le Nautic restaurant, improved texture. Files for chairs and tables, thumb for chairs and tables.
* Jin Ding: Fixed logo on the hill, fixed mapping on many overlay corners, added missing seams, remapped 5th UV channel for drying line on road, merged lates assets and tweaked mesh under pit building
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- BMW M3 E30/Z4 GT3, Ford Sierra RS500, Mercedes C-Coupe DTM, Radical SR8-X tires might pop when the Ai gives the control to the player in TT, others will have flat spots

Build 855 (20/11/14) - 435.5 MB
Audio:
* Fixed "DownShiftMultiplier" error in the Ariel_Atom_V8.csd.
* CSD parameter fixes for Atom Mugen, Atom3 and Alpine A450 sounds
Render:
* Fix for shadowFade not being initialised.
* NaN protection (powsafe) in Carbon bodywork shaders
* DX11: Renamed InstanceData to InstanceDataBuffer to match shader.
* Fix for instance buffer parameter naming shadow. Altered frustum select code back to how it was originally (the optimisation wasn't), also removes bad code being generated in PSSL.
GUI:
* Hookup "Num AI" lobby applink
* Fix MP Lobby Name applink crash
* Updated stat panels and Photo Mode sliders
* Adding password and lobby applinks to lobby screen
* Fixing badly added applinks for track layout screen
* Location description removed from QRW location selection
* Added ClickOn event to QuickSolo opponent difficulty slider.
* Lobby Join option is now correctly disabled rather than hidden
* Data for disabled setup and strategy menu when disqualified in MP.
* Fix for in-game Exit button becoming disabled due to incorrect applink
* Add applink to disable setup and strategy menu when sitting in pit disqualified.
* Fix for WMD-2685, mapping of brake and accelerate to the left and right triggers.
* Achievements: Fixes "On Your Left" - Applied wait threshold for new laps due to the way finding the best waypoint works. Also only testing for valid vehicles that are out on the track, Changed the interation to go through the active participants, instead of storing an array of participant structs, Fixed a bug in the game metrics, which was causing multiple ticks to retain multiple registrations on restart
Online/Multiplayer:
* Re-allow SP car setups in MP.
* Fix for WMD-2676 PC - Online - Public passworded races can't be started
* Added and implemented interface for Steam Dedicated Server browsing. Add interface to create multiplayer sessions on selected dedicated server and to filter game search by p2p/ds (not implemented yet)
Characters/Animation:
* Driver Anims: Audi 90 IMSA GTO - alpha 2 anims
* Rear Left Wheel Attendant animations cleanup/fixes
* Left Front Wheel Attendant animations/cleanup/props
* FA Pitcrew : Initial source files for exports ;fum; whm03,04 ; wha 03,04
* FA Pitcrew: Whm04: tweaking triggers timing "wheel_dismount"&"start_share"
* FA Pitcrew: Wheel mechanic02,wheel attendant02: initial export/setup/source
* FA Pitcrew: Wha01, wha02, wha03, wha04; whm01,..04 ; chm, fia, fum : reexported
* FA Pitcrew: Whm4: changes to triggers , offseted wheel dismount, start_share, airgun sound
AI/Pitstops:
* Fix for AIW assert when saving
* Reset waypoint index in AIW editor on new waypoints
Vehicles:
* Ariel Atom: CPIT display updates
* BMW 1M: CPIT display material tweaks
* Caterham Classic: CPIT display update
* Audi R8 V10+: CPIT display material tweaks
* 250cc SuperKart: Custom dirt layer DDS file
* Ford Sierra Cosworth: Added one more senior manager livery
Physics:
* Tires: Lotus CTD fix
* GUMPERT Apollo S: Calibrated boost gauge
* Mercedes 300SEL: Fixed pressures and packers getting mixed up on last edit.
* Removed reference to wedge settings and sdjustments from CDF's that had them. Left only for the Caper Stockcar.
* Mclaren F1, Mclaren 12C, Mclaren P1, Mclaren F1 GTR: New AI handling balance. Adjusted Grip and slip angles of the AI tires to match the palyer. Players cars got some setup tweaks. FFB tweaks along the way.
Tracks:
* Sakitto: New exports
* Belgian Forest GP: Fixed flase cut tracks.
* Hockenheimring: Missing concrete walls, fixed issues reported on WMD
* Dubai Kartdrome: Foliage texture balancing, foliage texture overrides,lights tweaks & trd updates
* Jin Ding: Lake area reworked, remapped, custom water map added, placed bushes around, fixed overlays around lake. Fixed mesh profile in come corners and removed odd bump, tweaked wall mesh accordingly, smoothed hill behind the barrier, fixed some corrupted CSM polygons, tweaks on broad blend at lake area, fixed gaps between outer and inner terrain, textures update, added bushes around new lake area
* Derby Park: Fixed the normal map setup on the Roads (update the tarmac material to a better type if required), fixed wrong UV1 channel, adjusted specular map, added vertexpaint for road, Lower the hills in the Skyring as WMD have reported they are not setup correctly, Check the spec settings on this building (reported as being overly bright), popping grassterrain pieces, fixed missing and wrong CSM collisions around pitwall and trackinside barrier, fix of whiteline and roadedge blendmap, new road broad and detail and fix discontinous UV and UV streching
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- Lotus 49/72 causes a CTD (switch the tire model from default to a different one)
- JIP new system is up but it has a small delay before the Drive button allows you to actually join (you might have to wait up to 15sec after the drive options appears)
- BMW M3 E30/Z4 GT3, Ford Sierra RS500, Mercedes C-Coupe DTM, Radical SR8-X tires might pop when the Ai gives the control to the player in TT, others will have flat spots
- Pause menu's are overlapping on RW, MP and TT.

Build 854 (19/11/14) - 343.1 MB
Audio:
* Some refinements and tweaks to the FORD GT40 MKIV. Latest wobbles, brakes, better backfire ratios and distance rolloffs.
* Vehicle CSDs updated with new brake temperature sound tuning parameters. Re-export has moved undertray scrape and fixed various formatting issues in manual entries
Render:
* PC/DX11: Fix for Motion-blur "not working" - it was working just not very visible. Applied the same scaling as on console.
GUI:
* Fix for calendar jump issue
* Updated 'unknown profile' icons
* Hooked up motorsport FMV button
* Fixed another race overview applink
* Fixed WMD-343, corrected game save title
* Minor fixes to session overview and in race lobby screens
* Fixed WMD-2583, separated out control reset strings for each platform.
* Disable Simulate in multiplayer modes. Disable Skip to End of Session and mid-session Restart Session options in multiplayer if we're not a host of a private or pwd session (host can still Restart from post-race).
Controllers:
* Formula B: Added the FFB parameters to the CDF and made a good base line
* All Cars: Added FFB adjustable paramters to the CDF's. Used the hard coded defaults recently put in so no change in car feel. The previous 9 cars that have custom setups already in their CDF's were not overwritten. Now ready for GUI hookup.
Cameras:
* Camera movement fadeout is not affected by target speed now (when target hits the exit zone)
* Replay Cameras: Watkins Glen short - Fixed all data that got corrupted, and reworked the cameras to use the tracking and zooming features properly now that those bugs are fixed.
Characters/Animations:
* Fixing materials for FA jacks
* FA Pitcrew: Whm01: anim export
* GT Pitcrew: Fire attendant: updated
* Wheelman ready_idle timing/looping fix
* Rear right wheel mechanic animations + props
* FA Pitcrew: Whm01: initial anim/setup/export
* FA Pitcrew: Wheel attendant 01 intial export/setup
* Rear Left Wheelman animations cleanup + props fixes
* Wheelman front right - animations cleanup and fixes
* Rear right wheelman animations cleanup + props fixes
* Front left Wheelman animations cleanup/fixes + props
* FA Pitcrew: Front left wheel mechanic cleanup + props
* FA Pitcrew: Renamed story tracks, and changed fps to 30
* Front right wheel mechanic animations cleanup/optimizations
* Right Rear wheel attendant animations + props cleanup/fixes
* Front rigth wheel mechanic + attendant animations and props
* Wheel attendant animatons cleanup + props + story scene update
AI/Pitstops:
* Stuck behavior now stops after trying to disengage the wall for a cleaner back and forth transition
* Fixed problems with the wall avoidance added steering. most notably a reset problem on restart and a clamping issue.
Career:
* Fix for contract index not resetting when re-entering the career contract screen
Vehicles:
* BMW 1M: CPIT display material tweaks
* Formula A/B: Cockpit display updates, change eypoint back 50mm and up 25mm so you can see the road better and some of the rear view mirrors.
* Caterham SP/300.R: Updated CPIT display
* Lotus 49: Fixed Lotus badges on liveries
* Audi R8 V10+: CPIT display material tweaks
* Ford Mustang Boss 302R1: Re-enabled damage
* Formula Gulf 1000: Tire dirt and size fixes
* RUF CTR3 SMS-R: Added missing banner texture
* Caterham R500: CPIT display material tweaks & updates
* LMP RP339H: Animation files. Wipers sound triggers added.
* LMP RWD P30: Animation files. Wipers sound triggers added.
* Ginetta G40: Animation files. Wipers sound triggers added.
* Pagani Zonda Cinque: Slightly increased damage deformations.
* Ford Focus RS: Animation files. Wipers sound triggers added.
* Ginetta G55 GT3: Animation files. Wipers sound triggers added.
* Ginetta G55 GT4: Animation files. Wipers sound triggers added.
* Ford Sierra Cosworth: Animation files. Wipers sound triggers added.
* Ford Escort Mk1: Added one morer senior manager livery, Animation files. Wipers sound triggers added.
* Ford GT40 MKIV: Added LODA missing screws (Bonnet, Body and Boot), animation files. Wipers sound triggers added.
Physics:
* Audi R8 V10 plus & BMW 1M: Enabled handbrake.
* RUF RGT8 GT3: Improved rear light damage setup.
* Mclaren 12C GT3: AI damper and Zoffset tweaked for AI handling.
* Formula A and Formula B AI tires: Changed the AI slip to .11 for less tire induced drag while cornering.
Tracks:
* Derby Park: Fix of tilted road normalmap
* Dubai Autodrome: Smoothed pitlane to raceline transition. Small change in the corridors on the inside of turn 1 move the AI off the curb about .5m
* Silverstone GP: Signed off on race line as is, however did some corridor editing around the track in a few problem areas where the AI is using too much curb, especially on the start.
* Jin Ding: Added txt for b4 pit building and garages, gravel spray overlays added, fixe ertex colours on gravel edges, fixed gaps between inner and outer terrain, fixed cap ends on walls, repositioned adv. boards, fixed autograss cutting through walls, reworked wet weather setup and made new puddle texture for kerbs, tweaked mapping on them, fixed CSM issues
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- Lotus 49/72 causes a CTD (switch the tire model from default to a different one)
- JIP new system is up but it has a small delay before the Drive button allows you to actually join (you might have to wait up to 15sec after the drive options appears)
- BMW M3 E30/Z4 GT3, Ford Sierra RS500, Mercedes C-Coupe DTM, Radical SR8-X tires might pop when the Ai gives the control to the player in TT.
- Atom V8 and Alpine A450 are causing a CTD.

Build 853 (18/11/14) - 403.6 MB
Audio:
* Adding loadscreen loop files
* Fixes reported build error with an unused file.
* Adding loadscreen music loops and adjusting fade in and fade out values to menuy music flow : stephenb
* Brake temperature scaling values moved from CarSoundConfig (single default value), and can now be set per-car in CSD files. Default value set until they're tuned, set a bit higher than before so squeal/damage range works better
Next-Gen:
* XB1: Multiplayer PLM support. Added code to properly handle the game transitioning to suspended state while in an online multiplayer session.
Render:
* Fix for NULL pointer crash with damage renderables (seen around Replay's)
GUI:
* Digital Manual now moved to the web
* Fixed GUI name of Aston Martin Rapide
* Removing accept reject from invitations
* Fixed one last missed GUI variant, that allowed player to send a non-kart vehicle to a kart-only track
Camera:
* Implemented zoom dynamics curve - replacement for CosInterpolation used in zoom
Online/Multiplayer:
* Fixes known lobby timer bugs (not counting when 50% voted, not resetting properly, host being unable to start a session by himself in JIP weekend, displaying Waiting instead of timer).
* Fix " if I create a lobby with 5 mins practice, 5 mins qual, race, then players only have one minute within each of those first two sessions where they can join" Players can now join for whole of session if there are subsequent sessions that allow JIP
* DedicatedServer online API cleanup - renamed it to MultiplayerService because that's what it actually does now, on platforms where multiple "worlds" are supported, to avoid confusion with proper Steam DedicatedServer API which will be added later. Removed some unneeded bits.
Characters/Animations:
* Wheel assistant: Front right - initial anims
* FA wheels ON/OFF direction and timing optimizations
* Ability to match certain car liveries with appropriate crew liveries. Currently for Mclaren GT car.
* FA Pitcrew: Initial clean export scenes for wheel mechanics and assistants, only selection sets setup for props, ready for animation import
AI/Pitstops:
* Add a minimum length to the wallcheck to correcltly trigger Stuck behavior at 0 speed
* LMP1 & LMP2 Cars: Tuned AI handling balance using yawdamping and new grip and slip angle for the AI tires to match the AI players car for a good fight @ 90% strength.
* PitEngineer: Prevent various reports when heading to pits. Allow pit stops to be requested/cancelled during practice and qualification sessions. Fixed data bug causing cut track reports to never be issued.
* Make sure UpdateWaypoints does not execute a full search unless the driver is way out of the current waypoint corridors where fullsearch will be allowed so as to possibly rebranch onto a more appropriate waypoint
Career:
* Added checks for invalid driverDetails being passed in from career data
* Fixed typo and incorrect name (driver was replaced), leading to INVALID NAME! and incorrect performance
* Add ProcessHazards_RoadFunneling in tweaks ( default value 1 meter ) to have a quick variable for funneling the sides of the road
Vehicles:
* RUF RGT8 GT3: Fixed taillight damage
* Radical SR3 + SR8: CPIT display updates
* Ford Sierra Cosworth RS500: CPIT display updates
* McLaren 12C GT3: Cockpit display material tweaks
* Pagani Zonda Cinque: Added one more senior manager livery
* BMW M3 GT4: Animation files. Wipers sound triggers added.
* BMW M1 Procar: Animation files. Wipers sound triggers added.
* BMW M3 GT2 E92: Animation files. Wipers sound triggers added.
* BMW M3 E30 GroupA: Animation files. Wipers sound triggers added.
* Ford Capri Group5: Animation files. Wipers sound triggers added.
* LMP2 RWD P20: New cockpit eyepoint to better see the road and apex's.
* Pagani Zonda R: Updated livery windscreen banners, added one more senior manager livery
* RUF CTR3 SMS-R: Windscreen banner fixes, CPIT display updates, fixed paint skin material name
Physics:
* Oreca 03: Fixed typo in the CDF
* Fixed a typo on the GT3 intermediate tires
* Implemented tyre texture swap according to physics vehicle state
* Aston Martin Vantage GT3 & Ruf RGT8 GT3: Reduced drag levels a bit
* Ginetta G55 GT3: Improved damper model and made some default setup adjustments
* BMW Z4 GT3: Change amount of steering lock from 15 to 20 per WMD forum disscusion. Wipers sound triggers added.
* Formula A: Droped the front sway barr 2 notches, moved toe back more towards zero on the front and the rear. Was binding up changes.Increased steer ratio 2 clicks, FFB paramters edited similar to the F/C. Eyepoint raised 20mm just enough to see the road and apex's more realisticlly
* Mercedes 300 SEL AMG: Another one that you just couldn't race with. The AI was having real problems with it too. Added some real springs, replacing the air ride that was attempted , but left the soft long bumpstops for some hint of the simulated air ride. Still floaty and soft (ie a Pig), but is predicable and slides around nice now. Enjoy.
* AI slick tires: Set AI slip angles from .10 to .12 to help lower tire force in high loading corners. This is a temp compromise until we look a the maths around this effect. For now it gets most of the speed back in those corners with the side effect of slightly looser line following. Lap time increase at most tracks especially Watkins Glen and Sap where they have many of those conditions. In addition, I set wet grip to a number more than 0.0 for those AI tires that had them set there. This is in preperation for the AI rain tire code that Steve has been working on.
Environment:
* Updates to viewer lamp post positions and types to better match reference
Tracks:
* Sakitto: New exports
* Eifelwald GP: New exports
* Snetterton: Fix of treesulpture position
* Silverstone: Tree override textures added , TRDs updated with folder path.
* California Raceway: Statics tweaked, fixed floating trees, fixed sinking cars
* Imola: Smoothed pit lane to raceline transition. Neglected to do this with the previous checkin.
* Belgian Forest GP, Jin Ding, Watkins Glen GP, Watkins Glen Short - New Race lines and corridor changes.
* Mount Panorama: Overlay amount reduced, vertexcolor adjusted on road and roadseams, dipper adjusted to new reference
* Dubai Kartdrome: Tyrewalls moved to separate xml, viewer placement update, merged latest assets, CSM update,skids,marbles
* Watkins Glen GP: Norrowed corridors at bottom of the hill where the exit curb is next to the gaurdrail. AI was lifting there as it got too close. More corridor edits to latest in first corner and outside of inner loop. Help pack racing from running too wide in loop and using too much inside curb in turn 1.
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- Lotus 49/72 causes a CTD (switch the tire model from default to a different one)
- JIP new system is up but it has a small delay before the Drive button allows you to actually join (you might have to wait up to 15sec after the drive options appears)
- BMW M3 E30/Z4 GT3, Ford Sierra RS500, Mercedes C-Coupe DTM, Radical SR8-X tires might pop when the Ai gives the control to the player in TT.

Build 852 (17/11/14) - 290.2 MB
GUI:
* Fix for remaining known issues in comments of AR-2402
* Fixed pit strategy dialog. Also minor fix for other text entry dialogs, on console.
Online/Multiplayer:
* Show player count in mp game browser even if the sessions are password-protected.
Penalties:
* Made the RacingFlags thread-safe. (fixes a couple of multi-threading crashes)
Characters/Animation:
* Mechanics master scene fix (data error)
AI/Pitstops:
* Widened the number of randomly allocated liveries from 4 to 9
Vehicles:
* Sauber C9: CPIT display tweaks
* RUF RGT8 GT3: CPIT display tweaks
* BMW M3 E30: Added CPIT shift lights
* Mercedes 190E Evo2: CPIT display tweaks
* Mercedes C-Coupe DTM: CPIT display tweaks
* Palmer JPLM: CPIT display material updates
Tracks:
* Dubai Autodrome: Pcars logo updated
* Lakeville: Spotlights brightened up
* Azure Circuit: Changes in the lamp poles
* California Raceway: Polish pass part 1 , updated visuals, new autograss , new collision, lots of new textures , no wet track setup or global welding yet. added rules , mats and texture for new ground cover, updated tree placement, checked with DaveF about overwriting the old one which was for some reason checked in. updated TRD to include texture override and ground cover folders, added new tree texture overrides, added new autograss
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- Lotus 49/72 causes a CTD (switch the tire model from default to a different one)
- JIP new system is up but it has a small delay before the Drive button allows you to actually join (you might have to wait up to 15sec after the drive options appears)

Link to comment
Share on other sites

Build 860 (27/11/14) - 458.2 MB
Audio:
* Adding Launch SFX for race launch
* Replaced WAV file with previous version
* Adding luanch variations for race launch GUI
* New GameAudioSettings to control the music volume/duration when ducking e.g. when speech is playing
* Updating overal game balance - brings values in line across all platforms. Needs further testing and refinement.
* Added extra transitions to music so it can duck up/down when the tutorial speech is being played, with control values coming from GameAudioSettings
* Smoothed the transition back from career video by switching to a new music track, as the transition to an un-paused track (even with ducking) can be too stark.
Next-Gen:
* PS4: Render direct to mirror texture.
* PS4: Fix for render target clear colour.
* PS4: Fix for invitations Sessions created as unlocked.
* PS4: WMD-2967 : Id of PS4 controller config screen was set wrong, passing over to AndyT to finish
* PS4: Fix bleed issue of background on GUI scaling on PS4. Makes GUI scaling live with system changes.
* XB1: On return from contrained mode, update the profile name, as it can be changed from the dashboard - WMD-2945
Render:
* Balanced particle lighting in conditions effected by cloud shadows.
* Fix for unused vars being optimised out and then causing problems with the material.
Effects:
* Dirt build up tweaks: Moved dirt build up logic out of metrics updates so consistent for all vehicles. Added off main driving line build up on legal materials
GUI:
* Fix for crash on GUI scaling.
* Added radiator to setup debug screen
* Updated DAMPERS menu on Tuning screen
* Additional missing characters added to font
* Make SessionOverview layer invisible by default.
* Menu Blur flag attached to menu quads in mainmenu
* Force Feedback calibration updated on Tuning screens
* FFB Calibration sliders and text now fixed and enabled
* Disabled in-race sclaing until we can sort the HUD scaling
* WMD-2505 : Updated to use new save icon when save is active.
* Text DB - "Laguna_Seca" fix removing underscore for leaderboards
* Page variable to detect whether a save game is saving at the moment
* Save icon temporarily removed again as its not acessible from ingame.
* Ingame player interaction panel and view gamer card on event leaderboards AR-2467; AR-2464
* Fix for menu_background files missing for cameras due to file cleanup now working correctly
* Hookup 'Drive' to be disabled when disqualified and before JIP vehicle has fully initialized.
* Track details updates to fix issues WMD-1049, WMD-2312 - added all country locations & added more variation types such as "National" etc
Online/Multiplayer:
* MP: Add applink to disable 'Drive' button.
* MP: Restrict availability of kart tracks to kart vehicles.
* MP: Fix car restrictions, so 'Any' still allows any, but the others actually work.
* MP: Reset current session to 0 when returning to lobby. Fixes issue with host not being able to change session setup in subsequent races.
* Build the lobby player list using player slotid rather than player count as the index; this fixes incorrect user lookup when a player leaves and the wrong index is subsequently used.
Controllers/FFB:
* Changed main tweaker to topology 3
* Removed some unused FFB tweaker files. SpindleArm for these cars now comes from CDF
AI/Pitstops:
* Reverse recovery checks for side obstacles as well as front obstacles
* Change ProcessHazards_HazardBuffer from 1.5 to 0.5 for more passing space
* Retooled Obstacle avoidance to cumulate avoidance tests rather then only handle the worst obstacle
Career:
* Career News: Fixed to show Team instead of Constructor for championships, and added a set of news text for series that do not have team points.
Cameras:
* Replay Cameras: Oschersleben National - Further tweaks and improvements.
* Replay Cameras: Glencairn east/west reverse layouts, work-in-progress replay cameras.
* Replay Cameras: New real-world-style set for Glencairn forward layouts, and Glencairn main reverse.
* Tracking Camera: Dual View remake, FOVScalar corrected, look at corrected, zooming and focusing tuned
Vehicles:
* Caterham Seven: Fixed brakedisc problem
* Vehicles: Fixed licence plate normal map
* Megane RS: Fixed clipping parts in trunk
* McLaren P1: Fixed CPIT roof glass material
* Pagani Zonda Cinque: Fixed flickering display
* Ginetta G55 GT3: Fixed CPIT wing mirror problem
* Formula C: Better choice of rain tire texture swap
* Tires: Set up tags for texture swaps on a few more cars
* Palmer JPLM: Better rain tire texture and removed unused VUD files
* Lotus 49: Set up tire texture swaps for the few slick options (1970, 1977)
* Aston Martin Vantage GT3: Removed livery 21 and removed real brand logos from livery 22
* Gumpert: New Wipers meshes, animation and mask added. Minor Lights AO fixes (A/B/C/X). Added new Exhausts and chassis details (all LODs). Updated Boot Engine cover All LODs. Updated .CRD file. Added missing LODA/B/C Mirrors user flags. (reuploading -connection problems)
Physics:
* Fixed various cars' default tire tags
* Tires: LMP wear calibrations, Kart rain tire added, Fixed up various tags for tire texture swaps
* All cars - Made the default spindle arm in the FFB settings = 10 . This is a more realistic default than the previous 25.
* Balance of AI tires (approx 15 cars) adjusted for grip balance to the new AI speed changes and the YawDampening.These aren't fine tuned yet, but *very* in the ballpark.
Tracks:
* Fixing blurred whitelines in distance for Le Mans and Cadwell
* Jin Ding: Added more green color for glass and slightly dirt, update spec map
* Azure Circuit: Added txt for bg building and emm map, tweaked textures, added lighting and emisive map.
* Brands Hatch: Fix for lod values and gp dressing updated, fix for absolute paths, adjustment of LOD-values and dressing of GP updated
* Cadwell Club: Added waypoint fidelity (more of them) around the hairpin for better AI negotiation. Changed line slightly there too, added specular downwards blocker
* Monza: Feedback fixes, new road mapping and materials, lofted new trackedges and adding kerbs edges, new whitelines, new custom dirt diffuse and blend textures, mapped to appropriate places, WIP updates on kerbs textuers, new RL ad boards textures
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- BMW M3 E30/Z4 GT3, Ford Sierra RS500, Mercedes C-Coupe DTM, Radical SR8-X tires might pop when the Ai gives the control to the player in TT, others will have flat spots
- Lotus are causing a CTD when using default tires

Build 859 (26/11/14) - MB
Audio:
* Tweaks to A45 and louder incar volume.
* Tweaks to the shift wobbles for ALL cars.
* Updated logic for the turbo blow off valve sounds, to provide better range, with new CarSoundConfig control values added and obsolete values removed.
Next-Gen:
* Enabled Gaussian blur on PC on all quads and only on menus on consoles.
Render:
* Fix for memory leak when material replacements are applied to instanced meshes (which is not allowed)
* Added cleanup to list of tyre materials held for cockpit meshes - this removes the last few leaking textures from the engine.
* Modified code asserts to let team know that this has been done, and also cleans up the material which would otherwise be left in memory.
GUI:
* Driver rank in news fix
* Generic controller icon updated
* Fixed wait dialog usage in photo mode
* Multiplayer lobby added missing applink
* Cleaned up GUI dep file problems with full paths
* Fix for pitstop lights to behave accordingly to design
* Fixed unlocalisaed date entries thought the FE - WMD-1792
* Minor fixes to ensure render scale and offset are used correctly
* Fixed unwanted error message being displayed when cancelling "Creating game" dialog in Create menu.
* Fix for player interact dialog not clearing local pointer - added callback on close - also to other cases I found
Cameras:
* ValueTracker class corrected - eliminated errors caused by low FPS
Gameplay:
* End of session physics processing bug fixes: Fixed lap count for end of session processing. Changed end of session tick to process n events/triggers per physics tick so not to overload app event queue
Online/Multiplayer:
* MP: Fix for cars spawning on top of each other.
Characters/Animation:
* Fixed rig of props_f1_jackup_front
* GT Wheelman STORY scene switch to 30FPS
* Pitcrew: Textures update, diffs darkened
* Drivers ART: Drivers arms body logos skin fix
* Pitcrew exports: Deleted IMB file from exports
* ART: Wheel Mechanic + Wheel Attendant pitstop animations
* ART: Crew/drives textures update, darkening diffs and minor changes
* Drivers exports: GT and F1 2010, re-skin arms to fix logos skin issue
* Pitcrew exports: LODD billboard using NONE instance shader. Basic_billboard
* GT Pitcrew: Fire attendat : animation polishing right side, box, rear right fui
Vehicles:
* LMP RWD P30: Minor fix on cockpit
* Ginetta G40: Fixed tire texture swaps
* Pagani Huayra: Added missing dep file
* Mercedes C Coupe DTM: Better tire texture swaps.
* Marek RP219D LMP2: Polished cockpit vibration animation setup
* Pagani Zonda R: Better choice of tire texture swap for wet option
* Formula A: Removed unused VUD files and disabled KERS flame effect
* Aston Martin Vantage GT4: More approval fixes, fixed bonnet hoodlocks
* RWD P20 LMP2: Polished cockpit vibration animation setup, minor fix on cockpit
Physics:
* LMP2 tires: +15mm on rear tire width
* Fix for slow engine speed decrease with ignition off
* Adjust predicted fuel pre-race calculations by turbo system consumption
* Marek RP219D LMP2: Set fuel efficiency, fixed radiator, minor default setup changes, set SpindleArm for FFB
* Tires: Retrying vintage default tire wiring, decoupled blown from wear, Vintage 62 and 65 release candidates, reduced heat bias.
* Formula C: Made R22_DA default tire for testing purposes. Increased AI speed aprox 1 second a lap. Used various AI paramters including Yaw damping reduction, shock rate amounts (mostly for stability), slight grip increase and tire drag decrease. Added more FFB force to address complaints about low force. Added R22_DA as default tire.
* All Cars: Set AI Yawdampening to a basic .05 for those cars that didn't have this in yet. This is a number learned from the previous cars done and is a good baseline. Set steering lock to a minimum of 22 for those cars that were below this number. Needed to get the cars around hairpins under AI control. Set AI slow damper to a lower percentage for the lightweight highly sprung race cars for better stabilty. ie: LMP's and Formula cars.
Tracks:
* Silverstone: New export
* Monza: Instances possitioning update
* Hockenheimring: Fixed various JIRA issues
* Mount Panorama: Removed cones with issues at pit entry
* Snetterton: Jira bugs / reported issues fixed, bug fixes
* Eifelwald GP: Replaced heavy car-damaging corner markers with lighter ones.
* Watkins Glen: Fixed collision around the bus stop fixing wmd-1193, fixed WMD-330
* Besos: Jira fixes plus lod zbuffering fixes on adboards WMD-105, WMD-2606, csm and lod tweaks
* Brands Hatch: Fix for gaps at outeredge, fix for WMD-2647, fix for gaps at outeredge, fix for WMD-2647
* Belgium Forest: Fixed kerbs collision, fixed missing terrain during replay, fixed tribunes shadow, updated cameras setting to avoid clipping distanced terrain during replay
* Lakeville: Fixes for various collision issues , added some new fence pieces , new tyres in the viewer etc, updated tyre placement to block access to unwanted areas of the track
* Cadwell: Added proper drylines for Cadwell variations, fixed various collision issues WMD-2888,WMD-1025,WMD-781,WMD-686,WMD-899,WMD-683,WMD-581,WMD-463, metal gates added to block visually marshals from being drivren over and fixing tyrewall issues
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- BMW M3 E30/Z4 GT3, Ford Sierra RS500, Mercedes C-Coupe DTM, Radical SR8-X tires might pop when the Ai gives the control to the player in TT, others will have flat spots
- We recommend you do not use -gold with this build due to several asserts triggered by HUD and missing garage scene.

Link to comment
Share on other sites

Build 861 (28/11/14) - 520.1 MB
Audio:
* Launch GUI SFX updated to randomise
* Moved category/channel audio metrics to optional display
* Improvements to the menu/loading music transitions, adding/enabling fades
* Balancing updates to master volume, engine levels and tutorial music ducking
Next-Gen:
* Leaderboards not accessible on console now
* XB1: Aries project/props setup for DirectXTex
* Updated legal screens with nVidia and Bink logos on console
* XB1: Added DirectXTex + library prebuilt for Xbox One (required for JPG/PNG Photomode)
Gameplay:
* Count DNP time trial played time per lap
* DNP track distance travelled stored per lap so that TT lapping counts
GUI:
* Resets GUI scale.
* Updated nVidia logo
* Fix PC bootflow and FMV play
* Edit Tuning Setup summary updated
* Spindle now the default on FFB screens
* Disabled career UI when a save is processing
* Tutorial messages now blur the background out
* Fix for translation on Endorsements screen WMD-3048
* Update HUD pakfile to include all displays (WMD-3257).
* Track description removed from Multiplayer Create screen
* Updated Tuning screen in-game and two updated track logos
* Few more screens supporting ability to vew player profiles
* Derby & Monterey: Track data updates and text database entries
* Text Database: Added more track variant strings for the leaderboards
* Current Lap amalgamated into 'Previous Laps' upper-right lap info board
* Snetterton: Added missing variation names to the TRDs for the leaderboards
* Tidied up login further so user selection goes through the signout monitor
* Show the legal screens before the login press, and show for 3 seconds - WMD-2686
* Audio indicators for currently-speaking players added to hud_messages (console only)
* Gamertags now shrink if over a certain length on HUD, Simulate Remaining overlap fix
* Display warning dialog before retunrning from race on disconnect - WMD-2116 & WMD-2113
* Fixed WMD-3219 : Title goes into an unresponsive state upon constraining and resuming the title while the sign in UI is displayed
* Opponent Skill change now directly on Today's Events page. Leaderboard entries can now be navigated (still needs a fix there though)
* Removed 'on click' from Replay buttons so that they have the correct GUI button assignments and functions. Now needs JamesB to sort out the root problem of them not behaving correctly
Online/Multiplayer:
* MP: Hookup join button text applink to textdb
Leaderboards:
* Bumped global leaderboard version, preparing for leaderboard reset.
* Updated AutoTT leaderboard handling on consoles to support global versioning of leaderboards, which prevents access to boards created for mismatching builds.
* Fixed time trial screen on consoles not querying leaderboard correctly (it still has more must fix issues remaining, such as spamming queries when browsing through tracks)
Cameras/Replay:
* Fix running replays
* Garage hdr updates and removing unused versions
* Replay Cameras: New real-world-style set for Glencairn West Reverse.
* Replay Cameras: New real-world-style set for Glencairn East Reverse.
Character/Props/Animations:
* GT pitstops ASQ: Added sound triggers
* Updated Left car side mechanics and attendants
* GT wheel mechanics/attendants - Left car side
AI/Pitstops:
* Add new type of Hazard : Behind Hazards
* Allow TogglePlayerAIControl to AI in prerace sequence if rolling start even if GetNumberOfPitLocations() > 0
* If stuck, check behind hazards before backing out to reduce pile ups. Patiently wait for free space before backing out.
* Follow up to 505850 ( Allow TogglePlayerAIControl to AI in prerace sequence if rolling start even if GetNumberOfPitLocations() > 0 ) : remove the toggling code completely as this is now handled by app
Career:
* Career news text for series without team scoring
* Endurance Quick Guide text updated to remove redundant text.
* Fix for assert in 2nd race of FA season. StevenW looking into it further.
* Fix for AR-2605 - All career saves have error handling and the GUI should lock in a friendly manner while saving. Note there is no save indicator as that is being added by another coder.
Vehicles:
* Marek RP 219D LMP2: Fixed Roof UV3 paint (All LODs).
* McLaren F1: Animation file. Wipers sound triggers added.
* McLaren P1: Animation files. Wipers sound triggers added.
* McLaren 12C: Animation files. Wipers sound triggers added.
* LMP2 RWD P20: Animation files. Wipers sound triggers added.
* LMP2 RWD P30: Animation files. Wipers sound triggers added.
* Renault Clio: Animation files. Wipers sound triggers added.
* McLaren 12C GT3: Animation files. Wipers sound triggers added
* Mercedes SLS AMG: Animation file. Wipers sound triggers added.
* Mercedes A45 AMG: Animation files. Wipers sound triggers added.
* Mercedes C-Coupe DTM: Animation files. Wipers sound triggers added.
* Mercedes SLS AMG GT3: Animation files. Wipers sound triggers added.
* Mercedes 190E Evo2 DTM: Animation files. Wipers sound triggers added.
* Ford Mustang Boss 302R1: Animation files. Added Wipers sound triggers.
* Mercedes 300SEL 6.8 AMG: Animation files. Wipers sound triggers added.
* Mitsubishi Lancer Evo X FQ400: Animation files. Wipers sound triggers added.
Physics:
* Mclaren GT3, BMW M3 GT3: New FFB parameters
* Formula C: New FFB , Moved brake bias rearward to 56/44 split.
* Formula Rookie: New FFB paramters. reduced lift off oversteer with engine brake map.
* Formula A: Better brake balance - moved forward. Removed the excessive caster causing some low speed entry understeer. New FFB paramters.
* Lotus 98T: New turbo for more midrange usable torque. Still has plenty of kick in upper end.. Reduced drag of the main body to achive 180mph with medium wing settings (Florence as a test). New FFB paramters.
* All cars: FFB Toplogy 3 enabled as default. Spindle master is now recognized and can be used on a per car force adjustment. All Spindle arms set to 15 deg from the previous 10 deg. After testing a bunch of cars i get a better combination of force and detail with this setting. Set all Spinle Arm master scale settings down to 25 with a few exceptions. The net effect is To allow the GUI tire force setting to stay at 100% more or less. : douga
Tracks:
* Zolder: Crowds placement update
* Sakitto: Repostioned crowd and added vidscreens, new textures
* Oschersleben: Fixed WMD-2598 and flying twalls( all variants)
* Azure Circuit: Added txt for pit light, added foliage, changes in viewer assets
* Monterey: Generic adverts update for Monterey, added specular downward blocker, added adverts around track
* Derby Park: Foliage types swapped to better ones and child scene set up, updates for logos, derby + mng. logos, gridskids added, fix of some blends
Known issues:
- None of the debug tools (F1, Ctrl+F, Ctrl+I, tweakit, etc etc) are available unless you use -gold command line (but by using -gold you get assert popups again wink.png )
- BMW M3 E30/Z4 GT3, Ford Sierra RS500, Mercedes C-Coupe DTM, Radical SR8-X tires might pop when the Ai gives the control to the player in TT, others will have flat spots
- Lotus are causing a CTD when using default tires

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.