The 2020 Winter Release – BeamNG v0.21


Today we’re here to spill some much-needed hot news to your screens with the release of version 0.21! Featuring a complete Jungle Rock Island map renovation, bringing new locations to explore and a myriad of updated roads for that sunny winter getaway, as well as revamped vegetation and a brand-new waterfalls zone.

If a tropical paradise isn’t up your alley, you’ll be happy to hear that West Coast USA received an improvement pass, including multiple new locations and the addition of two new roads – City and Highway Tunnels.

The long-awaited Gavril D-Series Remaster Part 2 is finally here with updated interiors, lights, revised configurations, and several new D45 variants. This isn’t all for the D-Series, however, hold on to your pedals because the D-Series Prerunner & Crawler models are now available and ready to conquer anything you throw at them (or them into).

We’ve also improved our tire model with new tire-ground contact physics. This has slashed long standing limitations in rolling resistance, high speed grip, and cambered tire behavior. With all tires retuned to take advantage of these changes, our vehicles are handling better than ever.

Last but not least, we’ve polished official localization for the languages listed below; for more information on how to provide feedback and report issues, please keep an eye on the

official Discord server.

  • Spanish (Spain)
  • French (France)
  • Japanese (Japan)
  • Korean (South Korea)
  • Portuguese (Brazil)
  • Portuguese (Portugal)
  • Russian (Russia)
  • Chinese – Simplified
  • Chinese – Traditional

As always, we would like to thank everyone for your continuous feedback, suggestions, and bug reports! We hope you enjoy the update and wish you Happy Holidays!


Highlights


Jungle Rock Island Remaster



West Coast USA Improvements



Gavril D-Series Remastered Part 2



Gavril D-Series Prerunner & Crawler



Vehicles


Levels

  • Adjusted time scale on all levels: It now takes 18 minutes for a full cycle
  • Automation: Fixed several AI path issues
  • Derby Arenas
    • Updated map with new buildings and clutters
    • Reworked the arena with new textures and some small modeling changes
    • Fixed some decals issues
  • East Coast
    • Fixed floating bushes and tree
    • Fixed some AI road issues
    • Fixed floating trash objects
  • Gridmap: Fixed a collision issue causing inaccurate collisions
  • Hirochi Raceway: Fixed pole through tents
  • Industrial Site
    • Fixed floating decalroad in container land
    • Fixed port crane width
  • Italy
    • Minor fixes: road markings, deleted stray AI paths
    • Fixes to AI paths to improve the performance of traffic
    • Added anisotropic filtering to container materials
  • Jungle Rock Island
    • Laid down Peninsula terrain layout
    • Updated industrial site with new buildings and layout
    • Updated Mine zone
    • Built abandoned Fortress and bridge
    • Rebuilt the Airfield (Tower, Hangar, Abandoned control building and airstrip)
    • Rebuilt bridges and tunnels
    • Added the Abandoned Resort
    • Reshaped the area at the Volcano top
    • Added abandoned bunkers and cannons
    • Created waterfalls zone
    • Rebuilt all beaches and coast cliffs
    • Reworked vegetation and road textures
    • Renovated old observatory
    • Renovated port area
  • Utah: Improved AI paths to solve some vehicles crashing into obstacles
  • West Coast: Fixed some AI issues on highways


Scenarios

  • Industrial Shakedown Scenario: Updated the ramps models and textures
  • Jungle Rock Island: Revamped existing Time Trials and Scenarios


Driving Dynamics

  • Implemented new differential types:
    • Active Locking Differential
    • Torque Vectoring Differential
  • Fixed wrong rear wheel angle calculations
  • Implemented motor torque control for yaw adjustments
  • Exposed drivemode color to electrics ( electrics.values.dseColor )
  • Adjusted body slip angle calculations affecting throttle control too much in low speed + high steering angle scenarios


Powertrain

  • Improvement to clutch angle calculation affecting behavior when partially clutched in
  • Fixed “Fundamental Frequency” setting not working in Engine Audio Debug app
  • Pefrormance optimization of various devices
  • Fixed possible NaN source in electric motor load calculation
  • Improved DCT shifting smoothness for low load applications
  • Combustion engine now additionally exposes actual idleAV min/max values
  • Combustion engine now gains ignition issues when damaged
  • Combustion engine now starts to stutter when the fuel tank is almost empty


Render

  • Added new Screen Space Ambient Occlusion with better quality and better performance with high resolutions

    BEFORE

    AFTER

    BEFORE

    AFTER

    BEFORE

    AFTER

  • Added support Sun’s shadows in translucent materials

    OFF

    ON

  • Added automatic enhancement of shadows when using Driver camera: Shadows closer to the camera will appear more defined

    BEFORE

    AFTER

  • Reduced memory used to render grass by 75%
  • SMAA is now the default Antialiasing mode when using Normal or Higher quality
  • Added ability to adjust color correction strength


Audio

  • Brake squeal for all vehicles – silent for stock vehicles, progressing up to race spec vehicles
  • Discrete volume balancing between all engine/exhaust sample sets in FMOD. New default ratio load/offload curves in jbeam. All engine/exhaust jbeam volumes adjusted to compensate.
  • Direction-based filtering for ambience sounds
  • Rumblestrip improvements
  • Kickup/Skid/Roll tweaks (ongoing) plus higher pitch skid for extra smooth surfaces
  • Support for different tyre size/volume/tread/stiffness altering pitch of asphalt skids (ongoing to include other surfaces, and volume)
  • Reworked ambiences for Jungle Rock and West Coast USA
  • Improved energy calculation of break sounds
  • Implemented brake squeal logic
  • Added brake squeal to glazed brakes to convey their state more easily to the driver


Traffic

  • Implemented smarter initial spawn points of traffic vehicles
  • Improved respawning of traffic
  • Improved default generated selections of vehicles for traffic
  • Added player infractions to the police mode in traffic; they are listed in the Messages UI after you get pulled over


AI

  • Bug fix for nan value in traffic avoidance force coefficient
  • Fixed issue where AI could not resolve sharp angle of plan line and got stuck
  • Added AI follow mode for following a target vehicle
  • Bug fix to AI chase mode where the AI vehicle would not update its path under certain high velocity conditions
  • Improved ability of AI when chasing a target vehicle at close proximity
  • Pathfinding:
    • Improved traffic AI pathfinding and following
    • Added a pathinder that calculates a navgraph shortest path between a graph node and a (vec3) position (and vice versa)
    • Added a pathfinder that calculates a navgraph shortest path between two (vec3) positions


Game Engine

  • Faster file comparison for Texture cooker
  • Fixed old console overwriting console history
  • Fixed GPU performance counter displaying 0
  • Implemented hot loading of texture for TerrainMaterials
  • Fixed switchable material getting in previous state when recovery was used
  • Implemented error mesh showing if mesh failed to load or is missing (no_mesh.dae)
  • Fixed glowmap that didn’t work in replay
  • Steam Rich Presence: Fixed status not being cleared when disabling
  • Fixed parts list not being refreshed after activating/deactivating a mod
  • Added improved spawning system that prevents vehicles from spawning inside level objects or vehicles



Physics

  • Optimizations on all parts of the physics core. Now it’s more than +10% faster
  • Added calcCenterOfPressureRel, calcTotalAeroForces, calcTotalAeroTorque core functions that calculate aerodynamic properties of the vehicle
  • Added isNodeColliding(nodeId) core function. It returns if a node is colliding right now with a solid object
  • Added hasNodeCollidedDuring(nodeId, timeDuration) core function. It returns if a node has collided in the last timeDuration with a solid object
  • Fixed a crash in static collision subsystem that happened when a node’s position was at infinity


UI

  • Fixed minor issues with Traffic UI app
  • Added new differential torque vectoring icon
  • Added new differential active lsd icon
  • Fixed ordering of vehicle configs, so that it does not change randomly, in the vehicle chooser
  • Added new icons for electric motors, active locking & torque vectoring differentials in the powertrain app
  • Added new loading screen images
  • Fixed freecam not working in the Navigation app
  • Added a warning to the long-time deprecated Themes feature
  • Photomode V2


    • Overall improvements to interface
    • Added ability to control various parameters and effects temporarily (reset when closing photomode)
    • Added control for Time of Day
    • Added Filters (color corrections) with adjustable strength. Filters selection can be expanded by adding more textures in art\postfx
    • Added option to toggle Dynamic Reflection
    • Added controls for Ambient Occlusion
    • Added controls for Depth of Field
    • Added tooltips
    • Added button to open the screenshots folder
  • Repository
    • Overall improvements, added icons


    • Added button to clear search entry
    • Double-click is now required to use the ‘Delete All Mods’ button
  • Graphics Menu
    • Added tooltips to most settings, improved existing ones
    • Improved look of the Dynamic Reflections settings
    • Improved look of Display settings
    • Added button to reset PostFX settings to default
    • Renamed a few options to be easier to understand
  • Level, Campaign, Scenario and Quickrace Selector
    • Moved search bar location, added button to clear search entry
    • Thumbnails grid will now only show the main thumbnail of the level. The slideshow for the level’s thumbnail has been moved to the description panel
  • Vehicle Selector
    • Improved scaling of top-row buttons
  • Parts Selector
    • Parts’ dropdowns in Vehicle Customization menu now scale vertically along with the available screen space


  • Vehicle Save/Load Menu
    • Overall improvements to interface


    • Added button to open the current vehicle’s configuration folder
    • Added button to clear search entry
    • Added icon showing the source of configuration (BeamNG, User, Mod)
    • Added ability to delete User configurations by double-clicking the related button
    • Added option to disable automatic thumbnail when saving a configuration
  • Environment Menu
    • Time is now displayed in 24 hours format
    • Renamed Wind Speed option to Cloud Speed
    • Added ability to insert custom values for Fog Intensity


  • UI Apps
    • Fixed font issues on ‘Simple Pitch’ and ‘Simple Roll’ apps
    • Navigation app will now move the view according to your speed, improved zoom levels
    • Converted Rangebox and 4WD Mode buttons in Radial Menu to toggles, removing one step to operate them
  • Localization– Updated translations to include missing strings:
    • Spanish (Spain)
    • French (France)
    • Japanese (Japan)
    • Korean (South Korea)
    • Portuguese (Brazil)
    • Portuguese (Portugal)
    • Russian (Russia)
    • Chinese – Simplified
    • Chinese – Traditional


Camera

  • Added collision detection for ‘Chase’ and ‘Orbit’ cameras



Input & Force Feedback

  • Added new steering lock angle behavior 1:1 (can only reach full lock if your steering wheel turns as much as the current vehicle’s)
  • Added dropdown to choose between the three-steering lock behaviors
  • Improved various texts in force feedback menu
  • Added extra logs in some corner cases where an input device fails to work


World Editor V2

  • Added new preferences system and Preferences window (will reset all user editor preferences on first run)
  • Added an autosave level system, found in Preferences->Files
  • Added fine rotation and scale scalars when pressing Ctrl and using axis gizmo
  • Added shortcut Ctrl+Wheel to modify fade icons distance
  • Added smooth camera move and rotate checks in Camera menu
  • Added camera zoom (move forward/back) on mouse wheel
  • Added additional visualization modes for the navgraph
  • Various Inspector droplists are now sorted and work properly (materials, sfx items, etc.)
  • Toolbar now dynamically changes height when there are buttons in the second row
  • Scene Tree
    • Improved scene tree node context menu with various new items (locking, hiding)
    • Added sort menu items for groups in scene tree window node context menu
    • Scene tree items will show (clickable to clear) hidden and locked icons next to them if they are in those states
  • Mesh Road/River Editor
    • Add new nodes with “Shift” and using axis gizmo
  • Forest Editor
    • Added multi selection with Ctrl
    • Added brush keyboard shortcuts (keys 5 – 8)
  • Asset Browser
    • Added drag and drop to scene for prefab assets
    • Added “Spawn prefab at camera”
  • Material Editor
    • Added Color Palette UV selector
    • Improved Advanced submenu
  • Added vehicle aero debug app to the vehicle editor
  • “Raycast test tool” now includes a mode for static object raycasts
  • Various other bug/UX fixes


LUA

  • Updated SBR4 spoiler logic to be adjustable by driving modes
  • Fixed wrong default value handling for custom shiftLogic files
  • TwoStepLaunch is now active by default on cars equipped with it
  • Added Tools > “Log gelua profile” option to Performance Graph menu, provides an overview of time and GC costs
  • Fixed performance profiler attributing input costs to physics section
  • Fixed LUA’s global variable detector skipping checks on all extensions. If you’re an author of LUA extensions, you might start seeing new warnings
  • Fixed speedometer getting stuck with a NaN value after a physics instability
  • Added triangleBarycentricNorm, altitudeOBB_Plane, intersectsRay_Plane, intersectsRay_OBB, intersectsRay_triangle functions to mathlib.lua
  • Optimized minheap that is used by AI’s graphpath. It is both faster and does less memory allocations now
  • Added doubleExponentialSmoothing filter
  • Added a function to evaluate whether a position is appropriate for spawning a vehicle as regards to the trajectories of surrounding vehicles.
  • Added ‘type’ field in map edge data. It allows for the definition of different types of roads by use in the map data.


Bananabench

  • Reduced variance of the speed measurements by using the best time out of 100 tests
  • Removed speed measurements with collision disabled. They are not as useful any more


Performance Graph

  • Fixed Physics Other calculation (showed huge negative number)
  • Added transparent background


  • Moved buttons around to clear some space
  • Stabilized graphs for better readability


Misc

  • Recovering a vehicle now places it on the ground if possible
  • Fixed issue where certain props could spawn in the air
  • Path Camera: Fixed error in some cases when two markers were on the same position
  • Fixed issue where changing the camera mode could make the game stutter
  • Updated warn textures
  • Cleaned up old PostFX presets, renamed default preset file

An up-to-date list of known issues can be found in the dedicated

Feedback & Bug Reporting Thread here.

Instructions on

how to update the game are here.



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The 2020 Winter Release – BeamNG v0.21

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