Found a bug (tested in safe mode) with flowgraph node "Get Vehicle Data" (lua\ge\extensions\flowgraph\nodes\vehicle\vehicleMapData.lua) caused by line 67: Code: self.pinOut.rotation:valueSetQuat(vehQuat:setFromDir(vehicleData.dirVec, vehicleData.dirVecUp)) This line throws an error because setFromDir doesn't return anything so it ends up passing nil as a parameter to valueSetQuat. The fix is just moving the setFromDir call outside the valueSetQuat function parameters and then passing the vehQuat variable to valueSetQuat: Code: vehQuat:setFromDir(vehicleData.dirVec, vehicleData.dirVecUp) self.pinOut.rotation:valueSetQuat(vehQuat) Also there were a few issues I reported in the 0.36 thread that haven't been addressed, I'll link them here as they still need fixing: 1. Sunburst ECU slot/part naming inconsistencies between some config files and the jbeam data. 2. Sunburst configs using the wagon body style that have sedan slots and parts in the config file. 3. The slotPartMap added in 0.36 has empty parts removed during jbeam optimization process.
Is the game pausing when opening the menu with ESC or the options button on a gamepad intended functionality? If so, can we please please get some sort of toggle to disable it? I hate it, I much prefer the game continuing to run when opening the menu. Unbinding pause doesn't even do anything except for making me unable to resume the game with the menu still open.
I will see if I can improve it but no promises. This is the first time we are trying a vehicle where the whole body can break into pieces like this, so we haven't quite figured out all the nuances with deformation and stuff
Another issue, again tested in safe mode. In lua\common\extensions\ui\imgui_gen_luaintf.lua there's a bunch of broken functions for the ImDrawList type because the functions they call from the passed ImDrawList_ctx variable are missing. All of these functions (might be more) are bugged because ImDrawList_ctx doesn't have the function they're trying to call: Here's what a dump for an ImDrawList_ctx variable, in this case the one obtained when calling ui_imgui.GetBackgroundDrawList1(): Code: [159.557] <1>{ { CmdBuffer = <function 1>, Flags = <function 2>, IdxBuffer = <function 3>, VtxBuffer = <function 4> }, { CmdBuffer = <function 5>, Flags = <function 6>, IdxBuffer = <function 7>, VtxBuffer = <function 8> }, AddBezierCubic = <function 9>, AddBezierQuadratic = <function 10>, AddCallback = <function 11>, AddCircle = <function 12>, AddCircleFilled = <function 13>, AddConvexPolyFilled = <function 14>, AddDrawCmd = <function 15>, AddImage = <function 16>, AddImageQuad = <function 17>, AddImageRounded = <function 18>, AddLine = <function 19>, AddNgon = <function 20>, AddNgonFilled = <function 21>, AddPolyline = <function 22>, AddQuad = <function 23>, AddQuadFilled = <function 24>, AddRect = <function 25>, AddRectFilled = <function 26>, AddRectFilledMultiColor = <function 27>, AddText1 = <function 28>, AddText2 = <function 29>, AddTriangle = <function 30>, AddTriangleFilled = <function 31>, ChannelsMerge = <function 32>, ChannelsSetCurrent = <function 33>, ChannelsSplit = <function 34>, CloneOutput = <function 35>, GetClipRectMax = <function 36>, GetClipRectMin = <function 37>, PathArcTo = <function 38>, PathArcToFast = <function 39>, PathBezierCubicCurveTo = <function 40>, PathBezierQuadraticCurveTo = <function 41>, PathClear = <function 42>, PathFillConvex = <function 43>, PathLineTo = <function 44>, PathLineToMergeDuplicate = <function 45>, PathRect = <function 46>, PathStroke = <function 47>, PopClipRect = <function 48>, PopTextureID = <function 49>, PrimQuadUV = <function 50>, PrimRect = <function 51>, PrimRectUV = <function 52>, PrimReserve = <function 53>, PrimUnreserve = <function 54>, PrimVtx = <function 55>, PrimWriteIdx = <function 56>, PrimWriteVtx = <function 57>, PushClipRect = <function 58>, PushClipRectFullScreen = <function 59>, PushTextureID = <function 60>, ___type = "class<Engine.imgui.ImDrawList>", __gc = <function 61>, __index = <function 62>, __newindex = <function 63>, <metatable> = <table 1> } As you can see there are a bunch of functions being referred to in imgui_gen_luaintf.lua that don't exist here. So for example trying to call: Code: im.ImDrawList__ResetForNewFrame(im.GetBackgroundDrawList1()) Doesn't work anymore because _ResetForNewFrame doesn't exist in the variable passed as a parameter. Unless this is no longer how that function is supposed to be used (pretty sure that's how it worked previously, at least that's how I was using it and didn't have any errors) I'm guessing this is a bug. Considering that file says it's generated by a python script, something probably went wrong during that process. From the looks of it all of these missing functions have the underscore prefix, might be a coincidence but it could have something to do with it.
No idea why the nodegrabber works using ALT GR, the correct key is left CTRL, if you use that then everything works correctly
Thanks for the feedback — I get how frustrating it is when your bindings get messed up after an update. This time we added support for button combos (like pressing two buttons together for one action). To make that work, we had to rework parts of the input system, and we knew it could break existing setups. It wasn’t an easy call, but we felt it was worth it to unlock more flexibility for the future. The idea is that now the system should be more stable long term, so hopefully we won’t have to touch bindings again. Sorry for the hassle this caused.
A lot of cars have less color options than before, we brought down the paint variety to make it accurate to real life paint color choices for similar cars
Hey, after updating, all my control settings were reset. I want to continue using the old key bindings. Is there a way I can revert to 0.36?