We’re back once again with another batch of quality of life improvements! Version 0.22.3 brings a few minor tweaks to a selection of vehicles and addresses several issues with World Editor.
You’ll also find various adjustments to the game engine, Walking Mode, and more. Check out the full list below!
And as always, thank you for your feedback and support!
Vehicles
- Gavril D-Series
- Fixed bullbar collision issue
- Gavril H-Series
- Fixed bullbar license plate clipping into mesh
- Gavril Roamer
- Fixed facelift fender flare nodeGroup issue
- Fixed V8 models featuring incorrect lettering
- Ibishu Covet
- Fixed front turn signal flares not breaking
- Ibishu Hopper
- Fixed crawler front suspension binding
- Soliad Wendover
- Fixed hood hinge meshes twisting when hood opens
- Fixed right mirror reflection again
- Minor tweaks to interior materials
- Wentward DT40L
- Fixed mesh triangulation issue with seats
- Misc
- Fixed errors caused by removing DSE parts from modern cars
- Fixed Dryvan ‘BeamNG’ skin not working with loading ramp
Levels
- East Coast
- Fixed broken water block (swamp)
Walking Mode
- Path camera can be used while in walking mode
Game Engine
- Fixed Remote Control QRCode not generating
- Fixed temporary texture being used when Texture Cooker finished
- Fixed file extension correction logic, added a warning message when correction take place
- Fixed crash on world loading (related to Material being undefined or without a name)
- Fixed vehicle resetting when there is a coupled trailer and the trailer was spawned before the vehicle
- Fixed camera issues after removing or replacing a coupled vehicle
World Editor
- Do a “jump to position” only when double clicking an item in the scenetree
- Fixed empty entries in the scenetree when “Near Objects” is active
- Changed brush color to red for terrain painter
- Fixed error that could occur when the scenetree couldn’t find a root node
- Cam Path Editor: Fixed error when changing “Time to next” field on the last node when “looped” is active
- Fixed the editor not working in some cases when loading a level through Flowgraph