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- Dynamic weather conditions online with either a server plugin (documentation is coming soon) or custom acServer implementation; | |
- State of wings used to hide and show additional car geometry is syncing online now; | |
- FSR: | |
- Whole thing reworked with officially released SDK: | |
- Quality presets are different now; | |
- Recommended level of sharpening is used now; | |
- Option for adjusting MIP bias according to recommendations; | |
- Option to set lower quality setting for left and right sides in triple screen mode; | |
- Optional debug mode: hold Space to quickly switch to simple linear upscaling to compare; | |
- Smoke fully reworked (apart from tyres heating and spawning logic): | |
- New improved shading; | |
- Improved smoke-cars collisions; | |
- Better support for open-wheelers; | |
- Tyre smoke spawns below car with extreme drifting angles; | |
- Dust and splashes spawns around car, not just from wheels; | |
- Dust flies off dusty wheels; | |
- A bit of dust appears for some F1 cars with wooden skidpads when those touch the ground (and can be configured on per-collider basis, similar to sparks); | |
- Clouds of dust spawn on collisions; | |
- Smaller particles for bits of dirt and smaller splashes spawn in contact points; | |
- Long-lasting smoke and dust (lasts for several minutes); | |
- When on grass, instead of dust clouds, more subtle soil particles are used (color is set in track config); | |
- New look for smoke from exhaust, heated brakes and damaged engine; | |
- Smoke won’t show up inside a cockpit; | |
- Colored smoke and dust lose saturation with expansion, with new config parameters to adjust the rate; | |
- Smoke culling improved for further optimization and smoother transitions; | |
- New options to adjust density and on-screen size, to balance between visuals and performance; | |
- Extra effect with smoke covering whole screen, to get effect of camera stuck in smoke much cheaper; | |
- Pieces particles update: | |
- Adjusted types chances, size and shading; | |
- Collision detection now uses car heightmaps instead of depth buffer for more accurate results; | |
- Size of sparks particles fixed, sparks no longer spawn with head-on collisions; | |
- TyresFX: | |
- Grass and dirt on tyres reworked, textures and rendering both; | |
- Soil color is taken into account; | |
- GrassFX: | |
- Active ExtraFX pass option now properly supports fake car shadows reprojection; | |
- Grass deformation updated, now takes into account grass height; | |
- If you’re using original AC motion blur, it would affect grass as well now; | |
- New rendering modes: 360°, fisheye, split screen (new Content Manager supports custom modes for AC video settings); | |
- Specify joypad index for joypads input mode; | |
- Support for VAO patches v5 with spatial AO samples for dynamic objects; | |
- New sky mesh with more evenly distributed triangles for better reflections and mirrors; | |
- Option to hide console; | |
- Option to create portals to other servers online for freeroam servers; | |
- Scene tweaks from new photo mode app remain active in replay with app hidden; | |
- If VR failed to initialize, there’ll be a warning on loading screen (especially helpful if you accidentally chose wrong render mode); | |
- Similar warning would be shown if ExtraFX would fail to initialize because of AC motion blur; | |
- Chat shortcuts reworked: new UI system, now don’t trigger change in turbo, different approach for alternative set of messages; | |
- Option to unbind digit buttons from changing turbo level; | |
- Triple screen tweaks: option to always show driver name tags (with original system); | |
- Semi-transparent shadows from smoke, flames, semi-transparent objects and such improved with Bayer dithering; | |
- Button for manual control of speed limiter (with default session settings it would still be automatically engaged in pits, but it could be overriden in some cases); | |
- Walking out module: settings, improved transition, few fixes, selected car is the controlled one, tool for positioning cars a bit more easily; | |
- Freer camera: use pedals to smoothly control camera speed. | |
Fixes: | |
- FSR: | |
- Oculus Rift integration fixed; | |
- Virtual mirror incorrectly positioned in triple screen fixed; | |
- Pieces particles occasionally breaking motion blur fixed; | |
- New photo mode app: setting DOF or changing camera FOV doesn’t reset to free camera anymore; | |
- Mumble voice chat audio orientation fixed; | |
- Origin shift compatibility: | |
- AI recording tool fixed (didn’t render spline correctly); | |
- Driver eyes positioning tool fixed (similar issue); | |
- ExtraFX bounced light clip plane fixed; | |
- Case of VR with post-processing disabled fixed; | |
- Custom triple splits: misplaced driver names fixed; | |
- Dynamic lights shadows fixed; | |
- Accumulation DOF works better with real mirrors; | |
- AC shutting down when making screenshots and such with certain mods fixed; | |
- Memory leak with SMAA fixed; | |
- Possible performance issues with some PP AA modes fixed; | |
- AC stuck in setup check with cars with extended physics fixed; | |
- Monitor mirrors showing headlights as red and blue fixed; | |
- Problems occuring when trying to save and load selected PP-filter are fixed; | |
- Option to draw track AO samples removed to stop people from activating it accidentally; | |
- VAO patches for cars no longer affect windscreen brightness; | |
- Switching VAO sets (with driver/without driver) fixed; | |
- Fur material changing scale randomly fixed; | |
- Disabling windscreen dirt not always working fixed; | |
- FidelityFX CAS now works with FXAA and FXAA 3.11 (fixed) as well as with SMAA; | |
- Half-resolution smoke now works with triple screen mode; | |
- Shader `stPerPixelNM_UVflow` with alpha-test now casts shadows properly; | |
- Low beams not working properly in replays fixed; | |
- Windscreen meshes drawn over driver’s visor (with something like F6 camera) fixed; | |
- Shaking chase cameras fixed; | |
- Tessellation shaders (flags, bending pieces): fog, shadows and ExtraFX effects are fixed; | |
- Randomized wind component getting too large fixed; | |
- Crash with downshift protection on older mods without audio event fixed; | |
- Shadowed wheels and VAO fade out when car tilts too much; | |
- Collision depth is stored in replays now, for deforming walls to work correctly; | |
- Fake Shadows generation for cars like McLaren-Mercedes MP4/13 fixed (now ignores seatbelts); | |
- Cached car data growing too large with repeated entries fixed; | |
- Car heightmap not working correctly with some cars (and resulting in, for example, sparks flying inside) fixed; | |
- WeatherFX: | |
- PP-filter adjustments are reset when current filter is changed; | |
- Default WeatherFX implementation updated and fixed (improved clouds, definitions for cold and hot weather types were missing); | |
- Per-pixel fog used in some shaders fixed; | |
- Replay clips saving is more stable now; | |
- FPS limiter deactivation in new performance stats app fixed; | |
- Loading of extra CSP data for older replay versions fixed; | |
- Pieces of grass and dirt not really working with car driving backwards fixed; | |
- Broken shading (especially shadows) of some skinned meshes fixed; | |
- Fake shadows from front wheels sometimes being rendered above everything else in first persion view fixed; | |
- Default button (numpad’s plus) for Extra D is fixed; | |
- Loading car names from JSON is fixed; | |
- GrassFX culled too early in right eye in VR fixed; | |
- Incorrect configuration for rotating car objects (in extra_animations.ini) would no longer crash the game; | |
- Car wheels jittering back and forth in rare cases when moving slowly fixed; | |
- Replays now can record more frames with extra CSP data; | |
- Bluish reflections with SSLR fixed (it still needs a lot more fixing though); | |
- Cars custom emissives sometimes failing to sync with light sources fixed; | |
- Additional replay data breaking when replays run into size limit fixed; | |
- Smaller fixes and stability improvements. | |
For new content and configs: | |
- Override car data files related to visuals, such as “lods.ini” or “lights.ini”, by creating new files in “extension/data_override” folder; | |
- Colorful shadowing: overall look improved, new parameters; | |
- Masking pass shading improved, doesn’t look as messy with darker textures, new parameters; | |
- Custom car physics: | |
- Create hidden car setup items linked to some AC physics controller (for example, to create a suspension with ride height adapting to car speed); | |
- Link clutch damage to exceedingly high torque; | |
- Custom track physics: | |
- Soft walls fixed, with new `MAX_DEPTH` option to limit softness for collisions that are too deep (docs are coming); | |
- Cars spawned aligned to track surface (optional, controlled by track’s physics config surfaces.ini, enabled by default with custom track physics); | |
- Deformable track walls for deep collisions (with soft colliders), for tyre walls and such; | |
- TyresFX: | |
- New `DIRT_OFFSET_K` parameter, similar to `DAMAGE_OFFSET_K`; | |
- Option to set custom meshes for different tyres; | |
- `[MESH_SPLIT_...]`: | |
- Set split name or material directly, or use existing material; | |
- New mode `COPY_FLIPPED` to fix missing interior windows; | |
- New `INSERT_TO` option to specify new parent for new meshes; | |
- Parameter `[BOUNCED_LIGHT] AMBIENT_MULT=0.2` for reducing ambient effect on bounced light now that new VAO patches for tracks have light bounces; | |
- Parameter `[REFLECTIONS_FX] INTERIOR_NODES=…` for cars without properly set `COCKPIT_HR` now works better, affecting more CSP features; | |
- New car instrument inputs for KERS; | |
- Extra car switches (those extra A/B/C/D functions): | |
- New extra E and extra F switches are added; | |
- Switches now can have a name set in config to show in car description during loading; | |
- Optionally, switch can operate in hold mode (active while button is pressed); | |
- Optionally, switch can require stationary car to activate (like a speed key for Bugatty Veyron, for example), or neutral gear, or pressed brake pedal; | |
- CSP configs can add extra comments about car features on loading screen; | |
- Adjustable wings now can affect several nodes at once (easier to get LODs to work); | |
- New `ColoredBlackSpecular` parameter for car paint shader improving look of multi-colored skins, enables automatically with fourth version; | |
- Set soil color for tracks along with dirt and grass color; | |
- Option to set soil, dirt and grass colors for different types of surfaces; | |
- New track inputs: | |
- `CAR_DAMAGE_N` for amount of damage of Nth car; | |
- `CAR_DAMAGE` for maximum amount of damage of all cars (could be tied to roof lights of ambulances?); | |
- `ONLINE_RACE` switching to 1 for online races; | |
- `TIME_SMOOTH`: time of day in seconds without rounding; | |
- In condition expressions, writing “condition:” prefix when referencing a different condition is no longer needed; | |
- In places where previously track parameters could either be a number or reference a condition, now expressions are fully supported as well; | |
- `CONDITION` for track lights and material adjustments now can use expressions too (although, without color support for now); | |
- Issue with parameters `MOVE_MESH_BEHIND` and `MOVE_MESH_IN_FRONT_OF` unable to reorder elements within same parent is fixed; | |
- Track configs now can set flame emitters; | |
- New `common/particles_track.ini` with some presets for track particles (bonfire, stove, flare); | |
- New `common/displays.ini` helping to easily create new quads for digital displays in cars; | |
- If you’re using wing animations to show and hide extra bits, now you can configure it so “hidden” geometry would actually be hidden, saving draw calls: | |
- Car lights now can be bound to wing states, referencing wing ID and using LUT for brightness multiplier; | |
- For simple cases with two states where hidden bit is either scaled down or moved far away, CSP should be able to guess things automatically; | |
- Tool to quickly generate such animations with corresponding config is available on CSP wiki; | |
- When copying coordinates from Objects Inspector, hold Shift for extra-precision mode; | |
- Brakes input for cars fixed, now uses `[BASIC] BRAKES_THRESHOLD` as default threshold; | |
- Problem with changes to semi-transparent shadows not applying live is fixed. | |
For new apps and scripts: | |
- Python apps: | |
- Live reload for Python apps with Python apps profiler, including fully automated option; | |
- New functions for time control: `ac.ext_getWeatherTimeMult()`, `ac.ext_setWeatherTimeMult(value)`; | |
- New functions for advanced rendering: render to texture, use custom pixel shaders, access virtual mirror texture for custom virtual mirrors; | |
- Function to check if VR is active or not; | |
- Result of `ac.newTexture()` is cached now, feel free to re-create those textures each frame (although it would still be faster to save value locally); | |
- WeatherFX: | |
- API to create and manipulate dynamic lights for more advanced visual effects; | |
- New `ac.setSkyV2SunSaturation(number)` to adjust sun saturation; | |
- Functions to adjust VAO and extra AO samples parameters; | |
- New sky-covering clouds using panorama textures as an alternative way to render clouds; | |
- Option to load textures asynchonously, new function to unload textures; | |
- New cloud material parameter `normalFacingExponent` for adjusting normal calculation (default value is 0.5); | |
- New cloud parameter `normalYExponent` for shifting whole cloud shape, to get it to look more as if camera is below; | |
- New cloud parameter `topFogBoost` for boosting fog at the top of the cloud; | |
- Scriptable displays: | |
- Script could be in a separate file (`SCRIPT=script.lua`, same as LUTs); | |
- Access mirror texture to create displays with rear view camera and overlays; | |
- Define new cameras (similar to rear view mirror) with optional post-processing and access them in script, for this like parking camera activating with reverse gear; | |
- React to clicks on other meshes (optionally limiting area to certain UV coordinates), so they could act like buttons; | |
- Change car state: switch headlights, high beams and extra toggles; | |
- Control some of car inputs: alter ABS, TC, brake bias or turbo wastegate (could be used to create a dashboard similar to one of BMWs with extra car settings); | |
- New `display.horizontalBar()` function for simple drawing of a progress bar made out of segments; | |
- New values for car state for Lua scripts: KERS state, number of gears, number of turbos, H-shifter state and more for user controls and for specific cars. |
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