Vehicle rotation basics working: We can now spawn the vehicles with any rotation. Some minor usability problems are to be fixed in the upcoming days.
64 Bit support basics added: We added support for 64 bit for Torque3D and it was quite some work to get 64 bit support working well with all the libraries and the new Lua integration.
Added little launcher that will launch the 32 bits (x86) or 64 bits (x64) version, depending on the operating system. The real binaries are now in separate folders as this is the only possible workaround.
Added internationalization basics to the user interface. Not done at all yet, still WIP (needs to use the steam language if available)
Lua basics integrated into Torque3D. We slowly replace the integrated scripting language with Lua.
FMod re-integration tests (not published, for internal testing only)
OpenAL sound backend integrated
Joystick absolute axis support for spacemouse 3d support (also input map added for that)
Mouse Cursor hiding: It hides itself automatically now if no activity is detected for a certain amount of time. This function is disabled for some special cases (cefdev, mainmenu)
Triggers now work with the new T3D Lua
new Thrustmaster TX F458 wheel input mapping
The console now defaults to T3D Lua, also improved support for the other languages in there.
added Fanatec Base v2 input mapping basics
T3D Material selector defaulting to 100 materials per page, more materials per page possible now
Improved Wheel debug UI App
Bugfixes:
Sync with latest Torque3D upstream (lots of bugfixes, some minor new features)
more bugfixing on the new Scene Octree
fixed lots of memory problems, errors and potential crashes, as well as used, uninitialized variables that were found during static code analysis.
Vehicle rotation basics working: We can now spawn the vehicles with any rotation. Some minor usability problems are to be fixed in the upcoming days.
64 Bit support basics added: We added support for 64 bit for Torque3D and it was quite some work to get 64 bit support working well with all the libraries and the new Lua integration.
Added little launcher that will launch the 32 bits (x86) or 64 bits (x64) version, depending on the operating system. The real binaries are now in separate folders as this is the only possible workaround.
Added internationalization basics to the user interface. Not done at all yet, still WIP (needs to use the steam language if available)
Lua basics integrated into Torque3D. We slowly replace the integrated scripting language with Lua.
FMod re-integration tests (not published, for internal testing only)
OpenAL sound backend integrated
Joystick absolute axis support for spacemouse 3d support (also input map added for that)
Mouse Cursor hiding: It hides itself automatically now if no activity is detected for a certain amount of time. This function is disabled for some special cases (cefdev, mainmenu)
Triggers now work with the new T3D Lua
new Thrustmaster TX F458 wheel input mapping
The console now defaults to T3D Lua, also improved support for the other languages in there.
added Fanatec Base v2 input mapping basics
T3D Material selector defaulting to 100 materials per page, more materials per page possible now
Improved Wheel debug UI App
Bugfixes:
Sync with latest Torque3D upstream (lots of bugfixes, some minor new features)
more bugfixing on the new Scene Octree
fixed lots of memory problems, errors and potential crashes, as well as used, uninitialized variables that were found during static code analysis.
Fixed occlusion handler for the headlights shining through under certain conditions
Fixed several memory issues with the game
Fixed combo box render bug within the UI, renders correctly now
Fixed laggy main menu: reverted to older CEF version to use the software-only rendering which is a lot faster and easier on the CPU/GPU
Fixed filesystem file change notifications: working recursively now, removing the need for empty directories inside the cache folder.
Fixed 'Parts Configuration' dialog from always popping up when hitting ctrl+r
Removed BeamNG watermark logo from the bottom left corner finally
re-encoded mainmenu videos to 720p for increased performance
Fixed bad video mode bug where the game's res could end up bigger than the current screen's resolution.
Vehicle Content
Fixed stretching parts on T75 when certain parts fell off
Textured D15 flatbed trailer
Lots of changes and fixes for T75 deformation
Other minor vehicle tweaks and fixes
Hamster wheel now detachable
Terrain Content
Added tents and stadium lights to Hirochi Raceway
Added parking lot to HR
Added corner distance signs to HR
Improved roadside visuals for HR by adding in lined edging to suggest maintenance + road materials
Improved road barriers and rumble strips on HR (rumbles aren't so high anymore)
Improved the lighting on HR and ECA (the distance is more blue now, slight ambient changes as well)
Improved terrain and grass colors for HR
More work on the details of HR (more forest, decals, etc), improvements and texture additions
Minor adjustments and additions to ECA
Fixed a heightmap issue on ECA (there was a sharp pyramid sticking out of the road)
Removed duplicate car on Small Island (it was sitting in the ocean)
Features
new startup screen
Force Feedback basics (disabled by default), not working out of the box yet, might damage your hardware, try on your own risk. FF is currently always on for the first wheel and it might be inverted depending on your hardware.
Asynchronous shader compilation: reducing lag/halts when playing, funky material loading at startup now but reducing the loading times significantly
FPS limiter: Max FPS is currently hardcoded to 60 to allow a smoother gameplay experience, will be set-able later on.
Improve speed of generation for grass and other small objects when camera are moving: this fixes the microlag that occurs when driving fast.
New HTML GUI for options/settings (supports live changes) (WIP)
New CTRL + Space vehicle selector with filters and factory colors
Force Feedback Debug app: we wrote some helper applications that display the steering wheel position vs the applied force feedback
Lua integration into Torque3D for simpler controller binding workflow (just started with it, WIP)
Known Problems
Parts Chooser is completely broken as we are in the transition phase from the old version that uses the legacy T3D GUI towards the new HTML version.
Fixed occlusion handler for the headlights shining through under certain conditions
Fixed several memory issues with the game
Fixed combo box render bug within the UI, renders correctly now
Fixed laggy main menu: reverted to older CEF version to use the software-only rendering which is a lot faster and easier on the CPU/GPU
Fixed filesystem file change notifications: working recursively now, removing the need for empty directories inside the cache folder.
Fixed 'Parts Configuration' dialog from always popping up when hitting ctrl+r
Removed BeamNG watermark logo from the bottom left corner finally
re-encoded mainmenu videos to 720p for increased performance
Fixed bad video mode bug where the game's res could end up bigger than the current screen's resolution.
Vehicle Content
Fixed stretching parts on T75 when certain parts fell off
Textured D15 flatbed trailer
Lots of changes and fixes for T75 deformation
Other minor vehicle tweaks and fixes
Hamster wheel now detachable
Terrain Content
Added tents and stadium lights to Hirochi Raceway
Added parking lot to HR
Added corner distance signs to HR
Improved roadside visuals for HR by adding in lined edging to suggest maintenance + road materials
Improved road barriers and rumble strips on HR (rumbles aren't so high anymore)
Improved the lighting on HR and ECA (the distance is more blue now, slight ambient changes as well)
Improved terrain and grass colors for HR
More work on the details of HR (more forest, decals, etc), improvements and texture additions
Minor adjustments and additions to ECA
Fixed a heightmap issue on ECA (there was a sharp pyramid sticking out of the road)
Removed duplicate car on Small Island (it was sitting in the ocean)
Features
new startup screen
Force Feedback basics (disabled by default), not working out of the box yet, might damage your hardware, try on your own risk. FF is currently always on for the first wheel and it might be inverted depending on your hardware.
Asynchronous shader compilation: reducing lag/halts when playing, funky material loading at startup now but reducing the loading times significantly
FPS limiter: Max FPS is currently hardcoded to 60 to allow a smoother gameplay experience, will be set-able later on.
Improve speed of generation for grass and other small objects when camera are moving: this fixes the microlag that occurs when driving fast.
New HTML GUI for options/settings (supports live changes) (WIP)
New CTRL + Space vehicle selector with filters and factory colors
Force Feedback Debug app: we wrote some helper applications that display the steering wheel position vs the applied force feedback
Lua integration into Torque3D for simpler controller binding workflow (just started with it, WIP)
Known Problems
Parts Chooser is completely broken as we are in the transition phase from the old version that uses the legacy T3D GUI towards the new HTML version.