Version 0.4.1.0 released, welcoming DX11 🙂
This update took us longer, since we were working on bigger changes that needed time to mature enough to be released with quality in mind.
DirectX 11We have switched from DirectX9 to DirectX11. The benefits are improved performance, future proofness and a good step towards modernizing the game engine core. The downside is that DirectX 11 will not run on Windows XP any more.
Features:
- Moved some calculations to the GPU, speeding up the flexmeshes considerably
- Implemented realistic Electronic Stability Control with multiple switchable configurations: Use CTRL+Q to switch. The Hirochi Sunburst is currently the only vehicle modern enough to have ESC support.
- Small startup time improvement
- Added force-feedback defaults to Fanatec and T500RS wheels
- New main menu background images replacing the blurry video - Higher quality and more appealing
- Added new vehicle Lua API: getYawAngularVelocity, getPitchAngularVelocity, getRollAngularVelocity
- Added brakePressureDelay to simulate delay of air brakes on heavy trucks
- Changelogs in the start menu and the info tab
- Improved debug visualization for sounds.
- Windows 10: Tested and found to be working well, fixed version reporting
Input:
- Mouse wheel, axes, and some buttons can be bound now, enabling you to have mouse steering 🙂
- Improved bindings: now faster and more direct: calling VLua, ELua, JS or TS directly
- G27 steering wheel RPM LEDs working
- Fixed setting bindings of high-end controllers that can fire rapid events (such as Fanatec CS or Saitek X-55)
- Fixed inability to add and save bindings after the last one has been removed
- Right mouse button “look” is now a binding like the rest (and can be replaced by mouse steering, accelerate & brake, and many others)
- Add filtering options to mouse controls (deadzone, linearity, inversion)
- Show controller name next to axis/button identifier when editing a binding (to help those with many controllers connected at the same time)
- Show device type icon (keyboard, gamepad, etc. icons) next to most binding assignments
- Minor GUI improvements in Controls menu to improve usability
- “Advanced Functions” mode now also disables certain hotkeys used for debugging and alike.
Bugfixes:
- Vehicle loading optimized making it 3x faster
- Using average wheel speed for speedometer instead of the speed of one of the wheels
- Fixed physics core loosing beams under rare circumstances
- Differential improvements
- Fixed crash when loading dead island mod with “Direct Sound” enabled
- Removed all sound providers except one for now.
- Fixed an issue where users could not define an audio device properly
- Fixed negative values in colorpicker
- Fix for suspension replacement disabling steering
- Prevent CEF console from being enabled at the same time as full screen mode
- Fixed sorting of rendered objects to reduce pixel fillrate, GPU state changes and to improve instancing
- Fixed crash when more than 16 sounds are playing at the same time
- Fixed default water density being far too low
User Interface:
- Added Electronic new Stability Control and ABS UI debugging apps
- New and improved colorpicker in the vehicle selection
- Several minor fixes to the UI: dashboard selection/highlighting, vehicle selector sizing too far
- Improved auto-hiding of the dashboard: after 30 seconds and only when no tab is open
- Vehicle Selector performance problems fixed: showing up much quicker now
- Fixed Problem in the UI with duplicate audio devices making the UI stop working
- Fixed Tacho2 up when engine values were missing: “NaN” is not shown but instead hiding the value now
Terrains/Gameplay:
- Jungle Rock Island: Airfield progress, AI improvements, new materials/textures, added a fort, fixed dirt road suddenly ending, also now released and stable
- GridMap: Added an ice patch, extended existing terrain samples
- East Coast USA: Improved materials and LODs for buildings for improved performance
- 4 new Scenarios: Moose Test, Jungle Rock Island Shortcut, East Coast USA Jumps, Heavy Machine Delivery
- Updated colmesh for striped concrete barrier
- Fixed “Supercar Rally” scenario
- Fixed “Island Tour” scenario
Vehicles:
- T75: Added new Cement Mixer upfit. Continued optimizations. Redesigned front jbeam to better simulate leaf springs. Fixed missing hood and fender cams, rear spotlights. Fixed slow onset instability problems.
- Sunburst: Added new rally parts and non-ABS brakes to the Hirochi Sunburst Rally
- 200BX: Added new spoilers (XType and Small Lip). Tierod stiffness increased, fixed LSD diff being locked
- D15: Added new off-road parts and “D15 V8 4WD Flatbed Custom” config. Fixed ABS settings for steelwheels, increased front suspension damping
- D15/Roamer Small Trailer: Improved trailer wheels, collision and suspension
- Roamer: Added new roofrack objects, spare tire, carry bag
- Sunburst: Stiffened door hinges, headlights, tierods
- Improved ABS system, also tuning (to suit new system):200BX, D15, Grand Marshal, Sunburst
- Bolide: Fixed normalmap artifact, fixed doors colliding with fenders, stiffened chassis
- Covet: Added new rally parts to the Ibishu Covet Rally. Increased HP of base model
- Grand Marshal: Stiffened chasssis and rear door hinge, fixed dashboard mesh stretching
- Pigeon: Increases suspension damping
- Van: Fixed rear view mirror mesh stretching, increased front suspension damping
- Concrete Barrier: Remade nodes/beams, replaced with an updated model
- Added a “Kick Plate” prop (scenario to use it will come)
- Flexbody binding improvements/fixes: 200BX, Bolide, Covet, D15/Roamer, Grand Marshal, Sunburst, T75
- Improvements to glass strength: 200BX, Bolide, Covet, D15/Roamer, Grand Marshal, Moonhawk, Sunburst, T75
Wiki updates:
- pressureWheels Wiki page added: PressureWheels
- FlexBodies Wiki page improved, multiDAE incorporated: Flexbodies
- Beams Wiki page improved: Beams
If the game fails to start, please try to delete your “My Documents/BeamNG.drive” folder.
For feedback, comments or anything alike, please use this thread.