Ezúttal a Junior előfizetéssel rendelkező játékosoknak is érdemes izzítaniuk a launchert, mert a legújabb verzió az ő számukra is elérhető. Természetesen a heti összesített frissítési listát ezúttal is közöljük angol nyelven.
Build 489 (7/6/13, Junior Member+)
Base:
- Updated BXmlNode to provide access to arbitrary user data
- Added BDbgFatalNoReturn. Which is a version of BDbgFatal with the platform no return specifier
Console:
- WiiU CParticleMeshPrimitive/Type stubs/WIP
- WiiU RenderContext stubs
- WiiU COcclusionQuery stubs
- WiiU CMaterial implementation.
- WiiU CInstancedMeshPrimitive/Type stubs/WIP
- WiiU CLightweightMeshPrimitive/Type stubs/WIP
- WiiU implemented full primitive utility function set
- WiiU CSharedDynamicVertex and Index Buffer stubs
- WiiU CShadowControl implemented
- WiiU misc Renderer classes compile/stubs (CScreenShot/CTracker/CVideo)
- WiiU CRenderer/RenderThread base headers (stripped down from DX11)
- WiiU CGenInstancingPlatformHelper added
- WiiU CDebugProvider/CDebugMetrics added
- WiiU CDebugBatch Line/Quad/Text added. (probably should make this cross-platform at some point since the code is the same on all targets)
- WiiU Viewport class implementation
- WiiU add MEM1 allocator (derived from 360 Write Combining/PS3 VRAM allocator class)
- WIIU CCamera Class implementation (derived from PS3 version which was a good match)
- WiiU Base Renderer Abstraction Compilation Fixes/ShadowControlBase implementation
- WiiU Debug Lines/Quads/Text Primitive/PrimitiveType stubs
Race weekend:
- Session saving & restoring
- Debug menu:
- Enabled extra controls in debug menu for displaying average luminance value
Physics:
- Pass dynamic live air pressure values to physics systems
- Vehicle dynamics updates:
- Volumetric throttle modelling
- Tweakers for throttle response
- Non-gold csv export of brakemapping and torque volumetric data
- New algorithm for engine load used by audio systems
- Adjustable brake mapping and restrictor plates
- Ambient pressure considered as part of throttle response
- Per vehicle EDF updates to use new systems
- Updated switch from loading state to race to proceed physics sync immediately
Environment:
- Added controls to allow us to be able to scale the lighting on vehicles
- Added 15 percent saturation to clear 3 with new colour cube
- Clear 03 yellow sun tint reduced a touch
- Clear 02 emap boost/ambient reduced so that it can be compared to higher value in clear 05
- Clear 3 sun colour test, has more yellow hued sun in the day
- WTC updates so that sunny and medium cloud conditions have brighter sun, more tone mapping adjustment, more blue sheen at midday and several other tweaks for daytime lighting
Replays:
- Updated participant snapshot version number. Should fix EOR replays
Shaders:
- Shader changes to take into account new scalers for vehicle lighting
Audio:
- Got a lot further with the distant echo, amplitude rolloff and LPF occlusion for the the external engines, backfires, splutters and gearshift sounds of the 4 testbed cars (Caterham R500, Zonda R, Formula A and Capri Group 5). I’ve also done a quick pass on the engine dynamics in an attempt to create a more realistic ramp in volume and engine loads. The Capri Group 5 engine no longer has the weird popping sound like its misfiring
GUI:
* New icon for Edit HUD
Tracks:
- Northampton Classic: New road and runoff materials, reworked pit buildings and stands, added grass tufts to runoff area
- Azure Circuit: Moved first garage position to fixed damaging the car on load, added more road patches, seams, improved road textures a bit, back to high rez version of the main road texture and fixed alpha channel, darkened a bit whitelines, created new diving board+added slide and stair/rails to it
- All Track TRDs: Added Altitude data for all track TRDs
- Added new track…. Fort Felix
Vehicles:
- Mercedes SLS GT3: Added placeholder lights and mirrors
- Ford Mustang Boss: Added placeholder lights and mirrors
- Lotus 98T: New modal carcass and Flash tread. Enabled some wear and heating for public testing. Not sure amounts as I’m doing it mostly by feel. Lotus 78 – same caracass and flash changes as the 98T. also has wear and heating enabled
Build 488 (6/6/13, Senior Manager)
Common:
* Old profiling and stat systems now working again
* These are Track profiling, vehicle profiling and track stats
* Switch GraphicsEngine,RenderBridge and Renderer to use SSE2 code generation
Physics:
* 64 bit waypoint pointer updates
* Updated groove debug waypoint ptrs to support 64 bit
WiiU:
* BCritical
* Platform API SysMalloc
* Platform API DateTime
* Platform API Printf
Shared Memory:
* Changed mOrientation to use pre-modified values in hydraulic space
* Removed unused mTyreSpeed variable
GUI:
* Pause menu updated to FE style
* Logos and photos for every location in the game, new sliders on the Gameplay screen
Audio:
* More refining the mix and distance rolloff for the external backfires, splutters and gearshift sounds. I found the „inverse logarithmic scale” to be best as it’s more natural sounding curve. I tested and applied these changes to the following cars: Caterham R500, Zonda R, Formula A and Capri Group 5. The Zonda R & Formula A are the best so far. I’ve toned down the gear wobble in the R500
Vehicles:
* Lotus 49: New Flash tread added along with an update to the Modal caracass. Ford GT40 – made changes to the flash tread and carcas based on what i just learned form the Lotus 49
Build 487 (5/6/13, Senior Manager)
Common:
* Fixed some logging tracing typos in the environment anim files
* Moved common game mode functions from Global.script into the Common.script game mode script file
* Added Common game mode script
Physics:
* Cache new drivermode changes from App based on events and process after driver mode state machine
* Update effects requires some vehicle velocity to trigger logic
* Ford GT40: New Madal carcass with a first attempt Flash tread
* Lotus 49: Updated yesterday Modal carcass with what I’ve learned
Race Weekend:
* Enabled & hooked in Autopilot option (for practice & warmup sessions)
* Enabled & hooked in Skip Lap option (for warmup sessions)
* Bug fix for first Race Overview Screen being inadvertenly closed
Base:
* Updates for testing and additions of async tests
* Re-enable debug visuals
* Added support to BCritical for recursive critical section
* Fixed memory block critical being unlocked twice
* Updated legacy Debug module calls to new format
* Extended HUD Scribe / Script interface to allow more control over the in game HUD via script
* Added vehicle helper methods to identify vehicles requiring servicing and current vehicle
GUI:
* Improved handling of weather and time of day icons
Audio:
* Fixed environment animation sounds (full path now required because of audio asset changes)
Tracks:
* Azure Circuit: Added some stuff from Tobac corner to rascasse, skids armco ends, diff armco colours, added missing emm to arch assets+ doors inside the swimming pool area, fixed some gaps
* Bathurst: Adding in track Altitude settings
Build 486 (4/6/13, Manager+)
Environment:
* Fix for conditions not fully cleaning up their anim pools when connected to tweakit
Graphics Engine:
* Disabling mesh locator logging
* Fix for mesh locators giving out the incorrect texcoord v value
Replays:
* Reduced compression levels for position and quaternion in _CompressedVehiclePacket used in replay systems (increases overall packet by 8 bytes from 48 to 56 bytes
Physics:
* Tires: added exaggerated wear to FB test tire
* Lotus 49: New modal carcass added, but still using older scrub tread. No luck getting this car to handle properly with the flash tread yet
* Lotus 78: First pass on new Modal Carcass/Flash tread tire for public testing
Audio:
* External gear sounds now positioned properly. Gear change logic altered to fix GearUp sound not being triggered correctly, seemingly due to a change in how neutral is passed in via metrics. Removed a gear change glitch on Reset due to stale metrics appearing after an audio reset
* New F1 incar and external backfires, splutters and gearshift sounds. Events are tagged as „Formula” for use with
all high powered high revving engines and open wheelers
* New incar and external GT and General backfires, splutters and gearshift sounds for high powered race cars
* Added gear wobble to the Caterham R500
Base:
* Destroy physics manager on exit before Base is destroyed
Build 485 (3/6/13, Senior Manager)
GUI:
* Added some ctrl-D tire info
* Add GUI volumetric throttle sliders (brakemapping & restrictor) to global tuning tab
Renderer:
* Fix for DX11 track loading crashes at Eifelwald, Sakitto, and Test Track
Base:
* Added optional inclusion of LiveEdit using preprocessor define MWL_BASE_LIVEEDIT_ENABLED
* Fix for live edit component access in BaseTest
Console:
* Now fully compiles and links with stubs in all WiiU config
* Tweaked default settings for various WiiU configs
Physics:
* Add HRDF versioning to driver files and downgrade to warnings when mismatched load
Shaders:
* Modified basic windows shader to prevent negative emissive control values causing visual bugs
Tracks:
* Azure Circuit: Added latest James asset and patches manholes crack seams from tobac to rascass
Vehicles:
* Mercedes SLS: New wheel textures