[TABLE="class: wikitable"] [TR] [TH="bgcolor: #F2F2F2, align: center"]Date Released[/TH] [TH="bgcolor: #F2F2F2, align: center"]Version Number[/TH] [TH="bgcolor: #F2F2F2, align: center"]Contents[/TH] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]July 5, 2014[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.4.0[/TH] [TD] fix for Bolide rear lower arm breaking [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]July 2, 2014[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.4.0[/TH] [TD] fix for Pigeon body not detaching [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]July 1, 2014[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.4.0[/TH] [TD] fixed small island water color fixed initialization bug in drivetrain fixed crash on invalid 3d mesh fixed crash when reloading the vehicle fixed crash when resizing the T3D GUI fixed world editor window placement: right side alignment actually works now [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]June 30, 2014[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.3.0[/TH] [TD] fixed game crash (lua stackoverflow) when running the game for a bit longer fixed resource error when loading DRI fixed "spawn new vehicle" function: not spawning inside the other car anymore improved world editor: now using window resolution correctly: right windows will be correctly on the right side of the screen now (side effect: saves your windowed resolution) improved player spawning: thePlayer is now visible in the scene tree and will not be saved when saving the level fixed crash reporting up: updated crashreport tool, improved the way it works, fixed ability to use/run the game even if the system is missing fixed some app minimal size bugs on persistence saving fixed DirectX: proper offline installation now rewrote level saving a bit improved bananabech: improved output formatting, added RAM and OS info beam break debug working again: if in debug mode, broken beamns will print to the message app fixed part manager when no props are present lua instances have log names now. S0 = system lua, V0 = first vehicle lua, V1 = second vehicle, etc Increased accuracy of friction improved tiremarks: now with better placement and sizing fixed bug in slidenodes: now resetting correctly added new lua function: setNodeMass(nodeid, mass) new 3D feature: decal roads have fading now, reducing the visible tri count a lot fixed 3D feature: re-added mieScattering setting for scattersky improved 3D feature: decal sorting now faster using two lists: one sorted, one unsorted new 3D feature: Add DecalRoad TS interface to get its nodes Doubled vehicle render distance from 250m to 500m [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]June 29, 2014[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.2.0[/TH] [TD] reverted D15 to regular color map [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]June 28, 2014[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.2.0[/TH] [TD] Civetta Bolide Fixes Bolide door fix Moved Bolide interior camera forward [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]June 27, 2014[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.2.0[/TH] [TD] Fix for Grand Marshal driveshaft breaking while using brake and gas [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]June 25, 2014[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.2.0[/TH] [TD] Improved message app: Added text to edit mode to prevent deletion Replaced loading screen videos with screenshots Level updates to work better with different time settings Increased number of vehicles tested in BANANA Bench to 10 Fixed and improved bullettime: Not crashing anymore Better usage via keys (ALT+Arrow keys) and UI Added UI message on instability Minor improvements to new vehicle spawning Improved water shading in basic lighting Minor vehicle updates: Slidenode steering racks for all vehicles Fixed beam breaking debug: Enable debug mode and breaking beams will be printed to console again [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]June 25, 2014[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.1.0[/TH] [TD] Fixed errors in javascript-lua interface Added function to call system lua [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]June 22, 2014[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.1.0[/TH] [TD] Vehicle updates: Added vehicle: Ibishu Pigeon Global improvements to handling and top speed (tire tuning) Roll cage optional part added to Covet for Race and Rally models New Covet Sport as a factory model (+10 hp, sportier suspension and wheels) Added fender flare parts, engine variants, and 2 new sets of wheels/tires for Bolide to create 2 new factory variants (320 and 390 GTR) Adjusted shift points for all automatic transmissions Added 5-speed manual transmission to D-Series and Grand Marshal Enabled steel wheels for D-Series Recalibrated speedometers Revised torque curves for Gavril I6 and V8 engines (230 hp for the standard V8) Engine tuning stage parts added to Gavril V8 engines (stage 1 = 270 hp, stage 2 = 420 hp) Factory sport models added for the Grand Marshal and D15 using stage 1 engine tuning Added optional welded differential to D-Series, H-Series, and Grand Marshal Drift Missile variants added to D-Series, H-Series, and Grand Marshal Repaintable decals for the H-Series (put your own fancy logo on it!) Fix for brake lights only coming on at >50% pressure All gauges now glow when the engine is running Various tweaks, fixes, and improvements to all vehicles Revised some vehicle part weights New default colors Added flares and spotlights for all lights (incl. brakes and signals) Terrain updates: Improved road materials Improved textures Improved roads Improved terrain Improved lighting and color Improved sunflare effect Improved skybox texture for reflections (reflections now have greater contrast) Improved objects Improved shadow render distance (renders to 1600m now instead of 400, same closeup detail) Added a lot of detail to Small Island (tunnel, many new decals, more varied road surfaces, ditches, drains, etc) Added several new objects/areas to Grid Map Fixed suspension test object grabbing wheels on Grid Map Improved mud visuals on Industrial New objects and vegetation New Cliff map Small Island and Cliff can do proper day and night transitions now (for now the others use the old system still) Physics updates: The whole physics core was reviewed. Many fixes for the physics. Optimizations Around 25% performance improvement Faster collision subsystem Static collision optimizations: terrain objects are faster and reload quicker More stable and accurate collisions (fixed a lot of bugs - less shaking and getting stuck) Heightmap bugfixes and optimizations Improved 3D mesh performance Friction and ground model improvements Brake and parking brake greatly improved and extremely effective Fixed water density Engine reaction torque added Automatic transmission launch behavior greatly improved Realistic automatic transmission mode implemented (manual PRND21) Removed ability to manually shift an automatic transmission as if it were a manual Differentiation between automatic and manual transmissions added Removed auto-clutch while changing gears Added auto-clutch on stalling Increased wheel and beam limits Fixed physics-crashing problem with beams with 0 spring deforming Added warning for zero-sized beams More fault tolerant drivetrain initialization Spotlight fixes Particle fixes Added new prop mapping method Mud/sand improvement Increased accuracy of the physics core Added real-time gravity modification Added wind Added slidenodes User interface (UI) updates: New main menu Completely rewritten UI using HTML5 developed in an open source manner: https://github.com/BeamNG/ui (see also: more-work-on-everything) Modular and flexible customizable system with widgets Rewritten debug functionality General updates: Per-vehicle Lua system added New Lua mod extension system: hooks that vehicle's Lua can use Added RPC-alike call for vehicle Lua Added Lua functions getDirectionVectorUp, getBeamLengthRestRatio, inWater, setBeamLengthRatio, setBeamLengthRefRatio, getBeamLengthRefRatio Implemented vehicle-specific input maps New prop placement system Prop breaking via deformGroup added Added flares to spotlights Added more electrics sources for animated props Fixed some Torque3D terrain and vertex buffer locking crashes Improved performance of scene rendering (faster sorting of rendering objects) Added render distances for BeamNG vehicles Fixed crash on truck deletion Fixed crash on spotlight deletion Fixed crash report date/time Fixed up slow motion Improved triggers: rendering depending on distance, new trigger improvements (see Race-triggers-accuracy) Fixed Lua error levels being set at lots of places, now only once at system start Fix for particles disappearing randomly (see Little-Update-Particles-disappearing-randomly-Fixed) Improved particles and added normal force Added dynamic loadable prefabs: ability to change the level on the fly Fixed camera control inversion for interior vs. exterior Limited up/down camera movement - no more flipping over Camera focus fixes: use the right mouse button to rotate the camera Fix for most collision sounds being missed (was mistakenly using beam ID as node ID to emit sound) Tire rolling sound now only plays when a tire is contacting asphalt Fixed and improved tire slipping sound logic - now only plays on asphalt Xbox 360 controller input map reworked (D-pad is now used to operate signals, headlights, and hazards) Fanatec 911 Turbo S wheel input map improved/reworked Steering wheel now remains 1:1 on cars where it turns less than 900 degrees (for 900 degree wheel users) Removed Oculus Rift support Removed Skia (previous debug drawing method) Added benchmarking tool - test performance with multiple vehicles and output data Currently known problems that we are working on: GPU will still sometimes crash on some maps Flat tires are not really flat anymore due to the tire tuning we did Lots of other stuff on our bug tracker right now [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]September 18, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.5[/TH] [TD] Minor Bruckell Moonhawk fixes, again. Fixed hood hinges on Gavril Grand Marshal and Ibishu Covet, again. Bruckell Moonhawk torque curve tweaks (more low end torque), again. [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]September 16, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.5[/TH] [TD] Lots of general vehicle bug fixes and improvements. Improved Civetta Bolide handling. [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]September 13, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.5[/TH] [TD] Bug Fixes: Fixed hood hinges on Gavril Grand Marshal and Ibishu Covet. Minor Bruckell Moonhawk fixes. Improvements: Bruckell Moonhawk torque curve tweaks (more low end torque). [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]September 12, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.5[/TH] [TD] Bug Fixes: Improved reference node: defaults to node 0 (like before), but now uses the camera ref node if existing: improves camera stability and fixes Bruckell Moonhawk camera shaking. Fixed missing coltri on Gavril D15 on windscreen. Improvements: Bruckell Moonhawk minor changes/fixes. Improved props delay: fixed one gfx frame delay. Improved sand/mud to behave better: fixed density, etc. [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]September 11, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.4[/TH] [TD] Improvements: Improved change-log format. Improved Grid Map: less chances to get stuck with tires. Improved input smoothing. CTRL+O opens options and Post-FX Options now. Removed some obsolete level files. Floppier Grand Marshal bumpers. Bug Fixes: Fixed bug #42: Steering slows down to infinity. (http://redmine.beamng.com/issues/42) Fixed bug #32: RPM and Fuel gauge needles disappear after engine kill, do not reappear. (http://redmine.beamng.com/issues/34) Fixed throttle on momo racing wheel. Fixed steering deform with low framerates Features: Added deep mud 'slopes' to Grid Map. Added Bruckell Moonhawk. (http://www.beamng.com/entries/44-Bruckell-Moonhawk-released) [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]September 4, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.3[/TH] [TD] Improvements: Improved updater a bit: removed temporary .twa file and improved some proxy things. Improved uninstaller a bit to remove some more temp. files. Bug Fixes: Fixed bug #29 - keyboard steering getting stuck. (http://redmine.beamng.com/issues/29) Fixed/improved steering breaking/bending for Bolide and Grand Marshal with low frame-rates. (http://redmine.beamng.com/issues/32) Improvements to steering input/smoothing. Slightly improved the error reporting tool: more useful for us now. Features: Engine water kill - if you go underwater, the engine dies and the check engine light comes on. Added dynamic version information to the main menu. Added glass texture to some parts of Grid Map. Added some terrain ground model tests to Grid Map. [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]August 30, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.2[/TH] [TD] Fixed launcher desktop link updating. [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]August 29, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.2[/TH] [TD] Moved... (Incomplete change log entry) [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]August 28, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.2[/TH] [TD] Fixed version information on the main menu sign. [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]August 27, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.2[/TH] [TD] Completely removed Oculus Rift support for now to fix controls. Disabled Oculus Rift support for now again due to rift detection issues. (http://redmine.beamng.com/issues/15) Reverted minim bullet time speed to 6% from 20% from the last update. [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]August 26, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.2[/TH] [TD] Bug Fixes: Skidmark missing/wrong texture bug fixed: they work now even after switching levels. Fixed options not saving correctly: much improved now: it saves on starting the game now, not on exiting. Fixed updater and main executable: now working with non-English characters in the path (was not starting, hanging or crashing before). Fixed mouse movement bug in certain camera modes. Inverted Y axis for mouse. Improved Lua GUIs a bit: look and feel and height and positioning of the part chooser dialog. Fixed crash on exit. Improved updater: fixed some parsing bugs which caused too much updates. Improved camera reset: now more consistent behavior. NVIDIA Optimus support improved: should automatically switch to the NVIDIA card instead of the embedded one. Fix for mud/sand instabilities: no more wheel eating sand. Fixed DropPlayerAtCamera: does not rotate the player anymore. Wheel speed is more precise now (closer to airspeed). Raised 'instant' bullettime speed to 20 (5 was too slow). Fixed spamming of logs when barrier is spawned. Features: Added launcher program: it will take care of fixing shortcuts, proper DirectX installation, windows uninstall entry and regular updates. Improved input maps: changed syntax and file naming conventions: the new ID is shorter and should cover more computers now as it only contains the company and product id. Improved lua input: changed smoothing to be predictable under all cases. Keyboard users have a different smoothing than gamepads, steering wheels are direct. Advanced hydro functions available. (http://wiki.beamng.com/Hydros) Rewrote and improved input system: vehicle specific input maps: input maps are no longer shared, but they are unique to the current vehicle. This allows much more flexibility in terms of custom input mappings and alike. Added small dead-zone to pedals on Fanatec wheel. Improvements on the g25/g27 input maps. Temporarily moved dynamic input to file input_dynamic.lua (rename it to input.lua to get back the dynamic input behavior). Improved display (monitor) and graphics card support: Added support for UTF characters in the device string. Removed gfx nulldevice: only useful for dedicated servers but not for the clients. Added multi-monitor support. Fixed window positioning in multi-monitor scenarios: not enforcing any positioning now. Added monitor identification to device string. Fixed up canvas and options dialog for multi-monitor support: custom set resolutions will remains in the options dialog and continue to work. Added new vsync refresh rates for those fancy new 3D screens: 59 and 120. Border-less window mode. Content updates: Vehicles: Tire gyroscopic weight distribution improved fixing lots of problems - shaking, numbness, instability, and top speed. Some minor changes and tweaks on all vehicles. Stronger anti "axle popping up through the bed" beams on Gavril D15. Levels: Updated all aspen trees (half the FPS hit as before, look better (still not final)) +some oak and beech, added "filler" (group) trees for making forests with better frame rates. Fixed most of the wheel breaking collision mesh gaps. Changed rock collision meshes to not break wheels so easily. Added groundmodel strips to Grid Map. Other: Fixed glass particles being broken. Removed duplicate particle entry. New icons and watermark. Renamed executable from BeamNGSandbox to BeamNG.drive. Improved crash reporting usability by adding more useful data to the reports. AI still not functioning right now. Own uninstaller: we wrote our own uninstallation function to make sure that no user mod is removed when uninstalling the game. [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]August 11, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.1[/TH] [TD] Temporary workaround to enable the AI. Stronger steering on Van and Gavril D15. Color changes, bolide suspension tweaks (should be more drivable now). [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]August 9, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.1[/TH] [TD] Improved help image a bit (added wiki link). Changed credits button to "The Team". Fixed crash on exit to menu or exiting the game. Improved updating process: the game will automatically check for updates every 3 days. [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]August 8, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.1[/TH] [TD] Fixed issues with the updater using wrong proxy settings. [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]August 7, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.1[/TH] [TD] Added missing coltris to side of Gavril D15 frame. [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]August 6, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0.1[/TH] [TD] Reworded ESC dialog a bit. Added ambient sounds to DRI + improved ocean + fixed some issues with objects, removed ad signs from Grid Map + minor tweaks to full pipe, minor improvements to Small Island, info added to menu, fixed issues on Industrial Site. Engine using 4-speed by default. Removed duplicate beams from door. Improved proxy fallback case for updater. [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]August 5, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0[/TH] [TD] Improved some stability issues on the Gavril H-Series, Ibishu Covet, Gavril D15, Civetta Bolide, Van. Increased beam limit from 6000 to 10000. Increased wheel limit from 20 to 40. Fixed stability bugs with shock beams. (http://www.beamng.com/threads/1601-Forced-Debug-Mode) [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]August 4, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0[/TH] [TD] Fixed serial problem [/TD] [/TR] [TR] [TH="bgcolor: #F2F2F2, align: center"]August 3, 2013[/TH] [TH="bgcolor: #F2F2F2, align: center"]0.3.0[/TH] [TD] Initial Release [/TD] [/TR] [/TABLE]
Re: Changelog Wow, thanks for this, I'll keep in mind to check the changelog in future. On another note, devs are really churning updates out, I wonder the hours they do
Re: Changelog Don't forget to update the wiki Wiki:Changelog They've been offline for a while now so they are getting at least some sleep.
Re: Changelog Sweet, automatic check for the updates every 3 days, Hell of an update there. Many people will like this, I must Agree. Question though; If updates do not occur every 3 days, but faster... Are we able to run the updater to update then and there?
Re: Changelog Just run the updater whenever you like and it will try and update the game. (BeamNG DRIVE Update.exe) Btw, you missed one for 2013-08-11 : temporary workaround to enable the AI
Re: Changelog Not within the past 6 days... You probably had some modified game files that it replaced with an "update"
Re: Update 2013-8-26 I played briefly last night. I chose to uninstall the previous version and install a clean new version and update, i didnt suffer any issues. The cars all feel more refined, fantastic work there guys! FPS has taken a buff which is excellent especially for those of us who record gameplay, anything below 30fps at any point is obvious in video so all fps improvements are much appreciated. Controling the Bolide has improved, im guessing this is down to the tyre gyroscopic imporovements and tweeks. It feels much more like a mid engine sports car than before and just as unruly! again, great work guys!
Re: Update 2013-8-26 Civeta Bolide, really delicious hot thing after last patch, thank for all your work!
Thanks, devs I just wanted to thank the devs for their kickass community management. Compared to Scavier, you guys actually give a fuck what people are saying on the forum and address it. Compared to Kunos, you aren't dorking around with Facebook or whatever instead of just posting to the forum. You guys and the Squad guys know how to keep people like me happy. Keep up the great work!
Re: Update 12-16-2013 Haven't played this since the last update, has there really been no updates at all for like 6 months??.
Re: Update 12-16-2013 Nope. The devs are making a huge update. Future updates will come in much shorter time.
Re: Update 12-16-2013 hmmm, just noticed the thread title has a typo in it, it says 12-16-2013, instead of 9/16/2013 (as the last update was in september, not december)
Re: Update 12-16-2013 Hi, Was passing by the forum reading the Updatelog and saw that the 18th of September was missing so I added it See ya,
Re: Update 12-16-2013 Because of the forum change in how I can post, The changelog thread has become bugged. And the ability to use tables is of nomore. I don't know if the developers changed it, But I'm unable to use adavnced options. Particularily because of the auto text adjustment.