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Updated SpeedLink Drift OZ steering wheel bindings
Added inputmap for Heusinkveld Engineering Sim Shifter Sequential
Added inputmap for SimXperience AccuForce steering wheel
Added force feedback support for SimXperience and OpenSimWheel-based steering wheels
Improved default force feedback settings for Logitech G27 and G29
Added new binding to switch to previous camera, not just for next one (not assigned to any key or button by default)
Added new binding to edit UI Apps (shift+alt+U)
Added support to directly switch to any camera using bindings (number row keys by default), whether it is enabled or not
Normalized force feedback strength between vehicles
Improvements for input handling for cars with no engines
Tweaked kbd/button clutch rates for more forgiving shifting
Improved Navigation app: Redesigned, now supports level images, better performance
Added ThumbnailGenerator app
Added ability to tweak some External camera parameters in Options menu
Added button to overwrite the default vehicle from Vehicle Selector menu
Optimized Controls menu, improved its appearance, search now always searches in the full list of bindings
Reorganized all Options subcategories. Controls menu is now included too
Added ability to configure camera switching order (when using C key) as well as to remove specific cameras from the cycle
Added new UI app “Clock Debug”, used internally to debug smoothness of framerate and physics. You can probably ignore this one
Renamed Quick Race to Time Trials to better reflect the gameplay
Added ability to tweak and remember Time Trials UI apps
Improved default set of apps for Time Trials, now showing all inputs and brake temperatures
Improved speed of all Options menus
Hotlapping app performance improved and bugs fixed
Added SimpleTime app
Added Flexmesh debug
Refactored and improved vehicle debug modes, split up aero and triangle debug
Speed optimizations in the loading of levels
Adjusted all level thumbnails (format/size)
Added minimaps for: Cliff, Derby, East Coast USA, Gridmap, Hirochi Raceway, Industrial, Jungle, Port, Small Island
GameEngine LUA callbacks for update and pre-render now have extra timing available, the last of which should only be used for debugging purposes: dtReal, dtSim, dtRaw
Moved vehicle spawn code from TS to LUA
Removed deprecated “Reload system LUA” binding
Tweaked default Free camera speed
Added helper message on how to tweak free camera speed when activated
Improved logging of binding configuration and camera jbeam errors
Added automatic switch to vehicle camera if user attempts to cycle it while in free camera
Added dynamic field of view to Orbit camera (can be tweaked in Options > Camera; disabled during replay for the time being)
Tweaked External camera zoom levels
Fixed possible slowdown due to log spamming by ‘Steering’ UI app when used in conjunction with certain mods
Improved colors shown for ground model debugging (in Debug menu)
Improved Out Of Memory message, fixed issue with it giving potentially wrong advice
Deprecated race.lua, moved api to scenarios.lua
Added removeAllWithProperty to vehicle.lua as a way to remove vehicles with a specific property from the scene
Cleaned up prefab spawning code. Moved from scenarios.lua to ge_utils
Prefab spawning Api changed to addPrefab, spawnPrefab and removePrefab
Added global vmType variable for identifying which VM code is running under
Moved tracking of waypoints from Vehicle LUA to Game Engine LUA
Deprecated Vehicle LUA scenario.lua
Unified extensions lua function names for load, unload and reload
Added the option to exclude sub directories when loading lua extensions using loadModulesFromDirectory
Set up simple obstruction/occlusion effect for vehicles inside buildings
Increased robustness of S/JSON parser
Improved editor visualization for SFXEmitters and SFXSpaces
Load coreModules after ModManager for allow mod extensions run in main menu
The rotation of the free camera is used now when spawning the first vehicle or when pressing F7
Small improvement of orbit cam movement after a vehicle falls from a height
Added startup time debug messages to investigate possible start up slowdowns
East Coast USA: fixed specular on vertcol material, fixed tree movements in wind being erratic
Jungle Rock Island: fixed some terrain spiking issues and some minor vegetation issues
Industrial: fixed a broken material
Added rain objects
Fixed .DDS textures to match the new specs
Fixed several typos in scenarios’ description
Fixed a broken road on JRI
Fixed new vehicle spawning according to current vehicle’s local space instead of world space
Fixed bug involving removing BeamNG manual waypoints from maps
Fixed many Game Editor bindings not working, they will now take precedence over regular bindings again
Fixed onboard camera not resetting the field of view on reset
Fixed physics instabilities not pausing the simulation like it used to
Fixed minor inconsistency in clock source (dt) of Pre-Render hooks (used for maps extension)
Fixed wrong camera rotation center when switching between certain vehicles
Fixed some crashes in Relative camera when refnodes were missing
Fixed minor stutter of external camera during simulation (may still stutter during replays)
Fixed inability to edit ‘cockpit apps’ while in Cockpit camera. They will now be shown with a slight transparency
Fixed radial menu obstructing view while using menus
Fixed keyboard focus issues while renaming a replay
Fixed derby scenarios with missing extensions field
Fixed message display for damage progress
Fixed damage goal; damage message was not getting displayed
Fixed bug where restarting a scenario toggled the police beacon light instead of setting it.
Fixed JRI chase AI going off road
Fixed input filter settings persisting from other modes
Fixed bug when pressing Shift + C with no vehicles in the scene, not checking if the vehicle exists.
Fixed bug with scenario triggers persisting when a new scenario starts.
Fixed chapter 1 crawl scenario, vehicle has to be in low range so it has a chance at climbing the hill
Fixed chapter 1 drag – callback from vehicle lua now fires correctly
Fixed level listing code to be backwards compatible with mis files
Fixes for extension namespace changes, allowing extensions to have underscores in their names and still comply with the new naming format
Fixed transitioning to Freeroam from a scenario
Fixed SimpleAGears app so that it shows correct gears on modern automatics
Fixed DCT issue where the car would briefly drive forward when shifting into reverse at high rpm
Fixed wrong ETK fuel consumption display when standing still
Fixed brake temperature color inverting when the brakes melt
Fixed minor issue with BOV handling for diesels
Fixed velocities and rotations of sounds sources
Fixed some serialization issues for reducing diffs of levels and CDAE
Fixed a crash during generation of binary mesh files with large number of triangles
Fixed crash on startup when mod_info is an invalid file zip
Fixed SFXSpace not stopping/playing ambient sounds correctly
Fixed bugs that could crash the game
Fixed a number of serious coupler bugs
Fixed deformed beam debug statistics
Fixed beam stress debug visualization
Fixed crash on load level when tree size is set to 0
Fixed crash on load level using special SFX parameters
Fixed crash on game start
Fixed Legran parking brake pedal clipping through floor
Fixed some GTT wings instability
Fix some door beams mixed left to right on Grand Marshal and 90’s Pessima
Fix right side exhaust of moonhawk jiggling too much
Fix ETKI rear bumper instability
