I understand that they want people to report bugs with the game without any mods active, but forcing people to go through the hassle to disable mods one by one again really undermines the point of having the ability to disable mods at all, without deleting them. This makes it somehow more feasible to move the mods that I want disabled at the moment to another folder, and then put them all back again when I want to use them.
ctrll-r does not seem to reset the vehicles anymore. The DAE does not reset and I have to delete the cache every time I change something.
Roamer's tailgate glass lacks collisions, making it possible for objects to fall right through and get stuck in a weird way.
When trying to do all scenario's I figured out that East Coast Chase #1 the AI vehicle has 'NO TEXTURE' on his tires. No mods active and safe mode on it still was an issue.
Did something change the way vehicle lua extensions / queueAllObjectLua work? I'm having trouble getting "bngApi.queueAllObjectLua" function to work like it did in v 0.22. More information: https://www.beamng.com/threads/loop...ion-to-make-a-leaderboard.79602/#post-1341626
I found kind a weird reflection in mirror , I can see outline of other (maybe the same) mirror in that reflection.
So, a few pages back, I had a problem with opening world editor. Today, I verified file integrity and it's fixed now, but I think it's quite strange why the update shipped with no vehicle editor files for some people, causing world editor to not open.
Yeah, some bugs X| Just restart the game for now please We are working on improving the tool right now
The first scenario in hustle and bustle campaign lacks all UI elements, the rest are working just fine.
You got to check the CEF console next time (Ctrl + U) Regarding the problem: There's no need to inject the bngApi anymore since it's global. Code: angular.module('beamng.apps') .directive('crazycontraptions', function () { return { templateUrl: '/ui/modules/apps/crazycontraptions/template.html', replace: true, restrict: 'EA', link: function (scope, element, attrs) { // The current overlay screen the user is on (default: null) scope.overlayScreen = null; scope.scrambleconfig = function () { bngApi.engineLua('scripts_crazycontraptions_extension.rolldice()'); }; }, }; }); This should fix the js/html bits of your mod.
Got same problem on WCU and Grid map, on the Pigeon and Wigeon doesn't shows any 1/4 time, 4 or 3 wheeler Also the Apps doesn't safe the change in "hide in cockpit" When you restart the game, its like before