BeamNG.drive - BeamNG
Bugfixes
  • Fixed several crashes and problems in the physics
  • Fixed cache file loading: prefer non-cached version

This update is for the default (stable) and experimental branch.

You are very invited to provide feedback on this version in our forums or using the steam discussions.
BeamNG.drive - BeamNG
Bugfixes
  • Fixed several crashes and problems in the physics
  • Fixed cache file loading: prefer non-cached version

This update is for the default (stable) and experimental branch.

You are very invited to provide feedback on this version in our forums or using the steam discussions.
BeamNG.drive - BeamNG


This update is for the experimental branch only.

This update is unstable, buggy and half implemented as it is 'experimental'.

If you are willing to accept the buggy state of the software, you can read here on how to switch the branch.

You can also read this update in our blog.

Features:
  • Engine sounds emit from engine nodes
  • New wheel type: pressureWheels: All official vehicles now use this, we will have a dedicated blog on pressureWheels at a later date.
  • Collision triangles on pressureWheels
  • New in-game menu(WIP, subject to change)
  • New level selector without having to exit to the main menu(WIP, subject to change)
  • AI moved to HTML sidebar, also added new mode: keep distance

Bugfixes:
  • New "My Document/BeamNG.drive" Document folder behavior. (settings folder, less spam in cache folder, added screenshots folder)
  • Fixed crash to desktop on ALT+TAB (specifically on losing the device while locking a vertex buffer)
  • Fixes problems with custom levels using doublequotes as part of the description
  • Fixed crash to desktop in async shader generation
  • Crash when overwriting .DAE file. Exporting directly from Blender works again, and should reload the mesh dynamically again.
  • Improved D3D crash messages
  • Texture hot-loading failed. Overwriting it should reload the texture dynamically now.
  • Fix for electrics not working if the vehicle has no engine
  • East Coast USA and Dry Rock Island bug fixes
  • Fixed the parts config not working with the cursor
  • Improved window creation fallbacks when using multiple screens.

Content:
  • Minor work on Sunburst fenders
  • Tweaked driver camera on Sunburst
  • More work on Sunburst interior
  • Revised light softness and shadow resolution on all cars
  • Cab textures added to Gavril T75
  • Fixed Sunburst 2.0 Sport trim engine bug
  • More work on the Industrial racetrack
  • DXT5 compression on normal maps to reduce artifacting
  • Wheel and suspension tweaks on all vehicles
  • All vehicles now use pressureWheels
  • East Coast USA bumpy bridges fixed
  • Race barriers on Industrial added
  • More UI work
  • Sunburst scoop and strut bars added
  • Sunburst 'sport' front bumper added
  • Sunburst - Larger disc brakes for Sport S and above
  • Added a back plate and glass to the van cab
  • Added T65 cargo box upfit
  • Added rear skid plates to the Covet
  • Added a Rally variant for the Sunburst
  • Added a race spoiler to the Sunburst
  • Global groundmodel tweaks

If you are experiencing problems, please delete your "cache" folder in "My Documents\BeamNG.drive"
BeamNG.drive - BeamNG


This update is for the experimental branch only.

This update is unstable, buggy and half implemented as it is 'experimental'.

If you are willing to accept the buggy state of the software, you can read here on how to switch the branch.

You can also read this update in our blog.

Features:
  • Engine sounds emit from engine nodes
  • New wheel type: pressureWheels: All official vehicles now use this, we will have a dedicated blog on pressureWheels at a later date.
  • Collision triangles on pressureWheels
  • New in-game menu(WIP, subject to change)
  • New level selector without having to exit to the main menu(WIP, subject to change)
  • AI moved to HTML sidebar, also added new mode: keep distance

Bugfixes:
  • New "My Document/BeamNG.drive" Document folder behavior. (settings folder, less spam in cache folder, added screenshots folder)
  • Fixed crash to desktop on ALT+TAB (specifically on losing the device while locking a vertex buffer)
  • Fixes problems with custom levels using doublequotes as part of the description
  • Fixed crash to desktop in async shader generation
  • Crash when overwriting .DAE file. Exporting directly from Blender works again, and should reload the mesh dynamically again.
  • Improved D3D crash messages
  • Texture hot-loading failed. Overwriting it should reload the texture dynamically now.
  • Fix for electrics not working if the vehicle has no engine
  • East Coast USA and Dry Rock Island bug fixes
  • Fixed the parts config not working with the cursor
  • Improved window creation fallbacks when using multiple screens.

Content:
  • Minor work on Sunburst fenders
  • Tweaked driver camera on Sunburst
  • More work on Sunburst interior
  • Revised light softness and shadow resolution on all cars
  • Cab textures added to Gavril T75
  • Fixed Sunburst 2.0 Sport trim engine bug
  • More work on the Industrial racetrack
  • DXT5 compression on normal maps to reduce artifacting
  • Wheel and suspension tweaks on all vehicles
  • All vehicles now use pressureWheels
  • East Coast USA bumpy bridges fixed
  • Race barriers on Industrial added
  • More UI work
  • Sunburst scoop and strut bars added
  • Sunburst 'sport' front bumper added
  • Sunburst - Larger disc brakes for Sport S and above
  • Added a back plate and glass to the van cab
  • Added T65 cargo box upfit
  • Added rear skid plates to the Covet
  • Added a Rally variant for the Sunburst
  • Added a race spoiler to the Sunburst
  • Global groundmodel tweaks

If you are experiencing problems, please delete your "cache" folder in "My Documents\BeamNG.drive"
BeamNG.drive - BeamNG
Bugfixes:
  • Fixes problems with custom levels using doublequotes as part of the description
  • Fixed buffer overflow causing multiple crashes

Content:
  • Improved textureformat of vehicle normalmaps: less noisy
BeamNG.drive - BeamNG
Bugfixes:
  • Fixes problems with custom levels using doublequotes as part of the description
  • Fixed buffer overflow causing multiple crashes

Content:
  • Improved textureformat of vehicle normalmaps: less noisy
BeamNG.drive - BeamNG


This update is for the experimental branch only.

This update is unstable, buggy and half implemented as it is 'experimental'.

If you are willing to accept the buggy state of the software, you can read here on how to switch the branch.

You can also read this update in our blog.

Features:
  • New level selector (WIP)
  • New options menu (WIP)
  • New parts configuration menu (WIP)

Bugfixes:
  • Fixed a crash when exiting the level editor
  • Fixed a crash when clicking OK on a parts selector dialog
  • Shading issue that was affecting most vehicles
  • Console spam when changing focus with FFB enabled
  • Electrics not working if the vehicle has no engine
  • Vehicle color affects others of the same type
  • Water camera effect happening outside of water
  • Pedals UI app having a heavy impact on FPS
  • Derby having no boundaries
  • Tree lod bug on East Coast

Content:
  • New prop: Large Spinner
  • New prop: Street Light
  • Sunburst model, texture and deformation tweaks
  • Tuned pillar deformation on all cars to be more realistic
  • Added more power to the stage 1 engine tuning on the Gavril V8 engines
  • East Coast performance improvements
  • Improved Hirochi Raceway collisions
  • Improved lighting on East Coast, USA
  • Industrial, Gridmap and Dry Rock Island model improvements
  • Improved East Coast grass textures
BeamNG.drive - BeamNG


This update is for the experimental branch only.

This update is unstable, buggy and half implemented as it is 'experimental'.

If you are willing to accept the buggy state of the software, you can read here on how to switch the branch.

You can also read this update in our blog.

Features:
  • New level selector (WIP)
  • New options menu (WIP)
  • New parts configuration menu (WIP)

Bugfixes:
  • Fixed a crash when exiting the level editor
  • Fixed a crash when clicking OK on a parts selector dialog
  • Shading issue that was affecting most vehicles
  • Console spam when changing focus with FFB enabled
  • Electrics not working if the vehicle has no engine
  • Vehicle color affects others of the same type
  • Water camera effect happening outside of water
  • Pedals UI app having a heavy impact on FPS
  • Derby having no boundaries
  • Tree lod bug on East Coast

Content:
  • New prop: Large Spinner
  • New prop: Street Light
  • Sunburst model, texture and deformation tweaks
  • Tuned pillar deformation on all cars to be more realistic
  • Added more power to the stage 1 engine tuning on the Gavril V8 engines
  • East Coast performance improvements
  • Improved Hirochi Raceway collisions
  • Improved lighting on East Coast, USA
  • Industrial, Gridmap and Dry Rock Island model improvements
  • Improved East Coast grass textures
BeamNG.drive - BeamNG


This update is for the experimental branch only.

This update is unstable, buggy and half implemented as it is 'experimental'.

If you are willing to accept the buggy state of the software, you can read here on how to switch the branch.

You can also read this update in our blog.

Features:
  • 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 bug #155 where objects rotation modified its scale: http://redmine.beamng.com/issues/155
  • Changed default decalBias for fix DecalRoads render too high over terrain.
  • 3D roads now have collision
  • Fixed crash to desktop bug on async shader compilation
  • Fixed userpath usage: now the file is called 'userpath.ini' and works well with relative paths. (Also added examples to that file)
  • Fixed some bugs on the XInput manager, improved xinput cache file format, added some default known controllers
  • Lua FFB code now knows about the attached devices and can get the config
  • Fixed invalid normals on 3d mesh loading
  • Improved D3D9 fatal error messages: Now they produce a messagebox and show it to the user instead of the game failing in some undetermined way.
  • More work on Force feedback, nearly usable now :)
  • fixed simple gearbox app crashing the UI when no engine was installed
  • Loading screen loads first now, fixing the half-rendered loading screens
  • Fixed the new HTML part chooser
  • Fixed Bug "Beamng enters infinite loop if .swp file is present in vehicle directory"
  • Fixed Bug #108 (http://redmine.beamng.com/issues/108): Restore driveshaft disabled status after user changes shifterMode.
  • Removed cleanup.bat script. Please delete your cache folder simply if you want to clean the cache.
  • Fixed Bug with red shifting in in grid map near big pipe
  • Fixed console spam when changing focus with FFB enabled
  • Fixed Input Test feature not working
  • Printing command line args to logfile as well for better crash reporting
  • New Vehicle Reset hook for UI apps
  • slightly fixed up main menu links width
  • Drivetrain: Fix for rotators and Optimizations.

Content:
  • minor changes to the hamster wheel
  • more textures added to HR + objects
  • improved the town base on eca
  • increased caster and SAI on hatch
  • Fixes to the cannon and angletester lua
  • Fixed water detail adjust for all maps except DRI
  • HR fixes: start bridge to HR, new lighting, start positions, checkered finish line, adjusted forest, road work, created checkpoints, terrain texture work, created new roadblock object
  • Added collision to a lot of the HR buildings + lod, minor improvements
  • HR: collisions working + terrain edits, new preview image
  • updated UI Winds app
  • Fixed material case names causing errors on GM, HR stuff, etc
  • New ramp prop, useful for loading things on the flatbed
  • Semi fueltanks: fix for improperly mirrored coltris
  • New prop; Metal Box, 100kg each
  • Hatch: work on toe out/in
  • Added a bit more power to stage 1 engine tuning on gavril v8s
BeamNG.drive - BeamNG


This update is for the experimental branch only.

This update is unstable, buggy and half implemented as it is 'experimental'.

If you are willing to accept the buggy state of the software, you can read here on how to switch the branch.

You can also read this update in our blog.

Features:
  • 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 bug #155 where objects rotation modified its scale: http://redmine.beamng.com/issues/155
  • Changed default decalBias for fix DecalRoads render too high over terrain.
  • 3D roads now have collision
  • Fixed crash to desktop bug on async shader compilation
  • Fixed userpath usage: now the file is called 'userpath.ini' and works well with relative paths. (Also added examples to that file)
  • Fixed some bugs on the XInput manager, improved xinput cache file format, added some default known controllers
  • Lua FFB code now knows about the attached devices and can get the config
  • Fixed invalid normals on 3d mesh loading
  • Improved D3D9 fatal error messages: Now they produce a messagebox and show it to the user instead of the game failing in some undetermined way.
  • More work on Force feedback, nearly usable now :)
  • fixed simple gearbox app crashing the UI when no engine was installed
  • Loading screen loads first now, fixing the half-rendered loading screens
  • Fixed the new HTML part chooser
  • Fixed Bug "Beamng enters infinite loop if .swp file is present in vehicle directory"
  • Fixed Bug #108 (http://redmine.beamng.com/issues/108): Restore driveshaft disabled status after user changes shifterMode.
  • Removed cleanup.bat script. Please delete your cache folder simply if you want to clean the cache.
  • Fixed Bug with red shifting in in grid map near big pipe
  • Fixed console spam when changing focus with FFB enabled
  • Fixed Input Test feature not working
  • Printing command line args to logfile as well for better crash reporting
  • New Vehicle Reset hook for UI apps
  • slightly fixed up main menu links width
  • Drivetrain: Fix for rotators and Optimizations.

Content:
  • minor changes to the hamster wheel
  • more textures added to HR + objects
  • improved the town base on eca
  • increased caster and SAI on hatch
  • Fixes to the cannon and angletester lua
  • Fixed water detail adjust for all maps except DRI
  • HR fixes: start bridge to HR, new lighting, start positions, checkered finish line, adjusted forest, road work, created checkpoints, terrain texture work, created new roadblock object
  • Added collision to a lot of the HR buildings + lod, minor improvements
  • HR: collisions working + terrain edits, new preview image
  • updated UI Winds app
  • Fixed material case names causing errors on GM, HR stuff, etc
  • New ramp prop, useful for loading things on the flatbed
  • Semi fueltanks: fix for improperly mirrored coltris
  • New prop; Metal Box, 100kg each
  • Hatch: work on toe out/in
  • Added a bit more power to stage 1 engine tuning on gavril v8s
...