752.6 MB
BeamNG.drive
- experimental version 0.3.6.9
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:
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 (
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