So the last two weeks we worked on the following things:
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Multi-DAE support: it is now possible to load a vehicle from multiple .DAE files - this enables mods for the vehicles without the need to modify the original model π For example all the wheels are in one file now:
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File system: Zip support, overlaying of files and folders: We are working on having the mods as simple zip files for easy exchange.
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Greatly improved Heightmap Resolution (and thus physics resolution -> smoother drive) [before/after]:
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Steam Store and Steam integration (i.e. the ingame steam overlay is working):
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JBeam: Coltris can now define a groundmodel (so dynamic surfaces can have other friction parameters than asphalt)
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Terrain block’s groundmodel matching is now case insensitive
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Stabilized water (When things hit water, they don’t explode that much)
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Increased core’s accuracy
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Core optimizations
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Improved stablility of the wheel weight display (this thing):
User Interface work:
- minor work on the JS
- added version information to the main menu (see bottom right corner):
- improved SimpleEngineDebug, SimpleGears
- added SimplePerfTimers, SimpleTrip:
Lots of Vehicle and Terrain work as well π
We also fixed the following bugs:
- Trippy underwater camera effect never stops (underwater -> mainmenu bug)
- Lowest lighting option breaking water
- DeformGroups not working at all after implementing multi-DAE
- T3D per level resource fixes: Brushes and terrains are now saved with the level instead of globally
- Decals vanishing at certain angles
- ScatterSky missing mieScattering field.
- LOD for decalroad: they fade away now, increasing FPS
- Crash in GFXD3D9OcclusionQuery: improved crash reporting and user message
- Improved Crash reporting: now loaded dynamically to prevent the game not working when some Anti-Virus decides this file is not good enough for him
- Buggy vehicle shadows with multi-dae vehicles
Above changes will get available within the next update [except the steam integration, it will be released later on]