version 0.3.8.1 released – 64 bits, Roamer, 200BX, material design


New, cleaner, simpler and easier to maintain/develop User Interface using material design (same as your android phone):



Other big changes:

  • we finally switched from 32Bits to 64Bits, your computer will choose the correct version automatically.
  • ~19.5% faster physics core thanks to 64 bit optimization
  • New vehicles: Gavril Roamer and Ibishu 200BX


Features:

  • New UI (WIP) – Press ‘Escape’ key to toggle
  • Added torqueArm feature for correct reaction torque on cars’ axles
  • Improved the performance of the physics core. x64 is ~19.5% faster now than the previous version x86 physics core
  • Improved 64-bit support
  • Improved pressure simulation (increases tire stability)
  • Optimizations of pressure simulation
  • Optimized the wheel simulation
  • Small optimizations of the collision subsystem
  • Changed physics realtime limit to be at 20 FPS
  • Added feedback app – Use for bug reporting only
  • Added ‘center of gravity’ debug
  • Added ‘breakgroup’ debug
  • Material editor supports Reflectivity Maps
  • A notice will be shown if integrated video card gets used
  • Added color gradient to ScatterSky in the mission file
  • Added fixed nodes support
  • SideReinfBeam option added to pressureWheel model
  • Vehicle recovery system improvements . Press ‘Insert’ to use it
  • Updating densities on every gfx frame for objects that are in water
  • Added wheelSideReinfBeam (optional) and split up hub beam options (hubSide, hubTread, hubPeriphery) also optional
  • Renamed decalroad difficulty property to drivability
  • Added getTerrainDrivability
  • Added floating point number filtering of the physics engine to increase the stability of T3D
  • Improved AI basic route planning
  • Added AI route positions optimization
  • Added AI 3 point turns
  • Added AI bump planning
  • Added AI jump planning (WIP)
  • Tuned vehicle tires
  • Create hooks that T3D can call when input changes
  • Show raw hardware controllers information


Bugfixes:

  • Fixed duplicate beam/missing beam for the Grand Marshal lightbar
  • Tweaked grand marshal ride height
  • Fixed tiretester load problem.
  • Add fallback for missing GlobalCubemap on levels – There is no need to manually add GlobalCubemap to a level to use static reflections
  • Fixed infinite level loading when in fullscreen mode
  • Fixed Fanatec pedals being unbindable
  • Fixed differential mode toggle lua function
  • Fixed welded/lsd differentials causing wheel instability
  • Fixed combined throttle and brake causing wheel instability
  • Fixed wheel torque reaction
  • Fixed incorrect engine torque reaction
  • Fixed negative gravity in sand/mud simulation
  • Fixed Sunburst front lug nuts clipping through steel wheels
  • Fixed vehicle not functioning without flexbodies section
  • Fixed uneven force feedback at steering limits for all cars
  • Fixed spurious crash sounds
  • Fixed vehicle camera with mouse + rclick
  • Fixed debug persistency breaking with module init
  • Removed logline deduplication problem
  • Fixed retaining of debug mode
  • Improved nodeweight debug
  • Fix invalid TerrainBlock ray cast, froze game at level load.
  • Window title changes: now includes version and architecture
  • Shape now using a normalized 1900×1080 resolution for calculation: improves chosen LOD model
  • Make collada update of material.cs files optional.
  • Removed dangerous code(infinite bucle) from Precipitation::wrapDrop
  • Fix shader leak on shutdown
  • Reduce recursive call in Win32Window::setVideoMode
  • Fixed light flares on lowest texture quality: working now
  • Fix missing vehicle shadows on lowest lighting.
  • Split Material’s simulated and real time: police lightbar animation now slows down with slowmotion
  • T3D Lua crash fixes on receiving evenings from multiple threads
  • fixed Virtual filesystem destruction CTD on certain CEF file usage
  • Disabled optimization on Octree code, some times dont work correctly: more stable now
  • launcher should now kill of stray .ui processes when main process died
  • added ability to show and hide the cef console dynamically: ALT+C
  • Add support for Material’s reflectivity maps.
  • Fix leak due to missing virtual dtor
  • Render Forest objects when we use ScatterSky.lastSplitTerrainOnly
  • Fix Decals normals: lighting on decals should be correct now
  • Remove support for MNG: was not used, but still crashing
  • disabled security relevant functions to improve the T3D sandbox
  • Add color gradient files to ScatterSky
  • Recicle DecalManager buffers every N frames for avoid the buffer lock problem.
  • fixing CTD on canvas render invocation
  • removed strange tab replacement in console, also added time to console log struct improved look and format
  • improved error logging on fatal lua errors
  • minor things, added lua startup script and file: -lua -luafile
  • fixed CTD on T3D Lua reload, reloads are properly queued now
  • Change SimXMLDocument for use virtual FS: used by editors settings.xml
  • Add SimObject::inspectPostApply to Lua interface.
  • Add debug log for a problem with SpotLight not updated correcty on scene octree.
  • Avoid LightBase field set/read from dummy variable.
  • Implement setVehiclePosition for recovery system
  • Extend drawSquarePrism interface
  • renamed difficulty to drivabilityon decalroads
  • Add debug logs for try get more information about a frequent crash
  • Safe code for CubeReflector::updateReflection
  • Save console position
  • Fix sort video modes for GFXPCD3D9Device::enumerateVideoModes.
  • Enable SFXNullProvider as fallback when principal sfx provider fails to init,
  • Fixed CTD: Check against NULL ptr in Win32Window::WindowProc
  • Fix crash at startup when some input devices are connected.
  • Reduce min window size
  • Add check for detect when GPU drivers try to overide DX9 AA setting: fixes transparent vehicles for AMD GPU users
  • Add safe code for avoid crashes when we call Platform::Altert during render.
  • Fixed serious drivetrain differential bug
  • improved physics core stability


Content:

  • New vehicle: Gavril Roamer
  • New vehicle: Ibishu 200BX
  • New tire tuning for Covet, Grand Marshal, 200BX, Sunburst, & Gavril D/H series, using new side reinforcement beams
  • New steering rack system for Gavril D/H series
  • Revamped Sunburst rear suspension
  • Tweaked susp damping so both ends have similar bounce frequency
  • Minor tuning to improve handling balance and ffb feel on the Covet, Grand Marshal, Moonhawk, Sunburst, & Gavril D/H series
  • Weakened D15 and Roamer roof structure to collapse more in rollovers
  • Minor updates to the Inflated Mat
  • AI Improvements
  • Updated vehicles thumbnails
  • Updated loading screen images
  • Materials animation uses simulation time now
  • Improved console logging
  • Forest will cast shadows if ’last split on terrain only’ option is activated in the ScatterSky settings

Some stats from the 2nd of April to the 30th of April:

  • 960 SVN revisions
  • 188 GIT commits
  • 216 internal tickets closed – 45 tickets closed but still to be tested by QA



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version 0.3.8.1 released – 64 bits, Roamer, 200BX, material design

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