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Build 612 (22/11/13, Team Member+)
Next-Gen:
* PS4, changed draw buffer submit, so all committed before flip in one batch, stops mid frame stall.
* Xbox One – Support for PIX markers/events
* Xbox One – threads setup / startup sorted
GUI:
* Allowing the monitor map to work even if the user has selected the “disable HUD map” option. Also implemented full restoration of HUD map state based on profile HUD options. Finally, map will always be loaded in game so it is available for the monitor.
* Fixing monitor bugs: helmet overlays are not stuck on screen and camera cycles work regardless of the camera state going into the monitor. All cameras are still restored to pre-monitor state when monitor is closed.
* Leaving the cockpit mirrors alone in monitor mode so they no longer disappear.
Render:
* Fixed DX11MT crash with new Phase1 rendering
* Addition of new world flare.
Weather:
* New red corona effect
Physics:
* Formula Gulf FG1000: FFB now using mechanical trail calculated from physical model
* Pagani Zonda R: Testing McLaren MP4-12C GT3 dampers, updated spring rates, balanced FFB strength to accurate mechanical trail
* Lotus 78: Fixed forgotten square of the front motion ratio.
Vehicles:
* Mclaren MP4-12C: Driver anims (alpha 2)
* Formula Gulf FG1000: Textured interior, fixed bugs and new cockpit sides for cleaner reflections
Characters:
* Driver: re-export due RCF changes/fixes, driver_overall RCF path fix for custom livery, initial helmetview textures relocation, initial helmetview for GT_overall driver, helmetview + RCF and materials fixes
Tracks:
* Dubai Kartdrome: Added polished covers, polish textures for tyrewall, fix mapping issues, update nmp,spec,dif map for tyre stack
* Dubai Autodrome: Added new textures for tyrewall covers, polish normal texture for tyre walls
Build 611 (21/11/13, Team Member+)
Next-Gen:
* Xbox One: Switch over to Xtended D3D11 device
* Xbox One: Switch over to Xtended deferred contexts to allow access to fast constant/buffer setting functions
* Xbox One: Fixup Texture loading through File paths
Render:
* Fixed an issue with instances and the new vertex declaration creation at load-time + add static binding for meshes loaded from memory.
* DX11: Index/Vertex Buffer redundant setting elimination
* DX11: 94% of Vertex Declarations are now created at load-time, reducing potential for D3D11 resource creation causing stuttering.
* DX11: Threads are now allocted on demand, render tasks now pull from a ring buffer.
* DX11: Fix for 32 bit platforms
* DX11: Increased render threads.
GUI:
* HDR Exposure: Control changed to improve effect when running on SLI hardware
* Fixing scroll bars, fixed scrolling issues for lists
* Fixed the monitor map inconsistencies arising from different HUD cycle modes.
* Separated DriverNames to it’s own textdb
Physics:
* Updated physics material HRDF header file to allow for finer tuning of material properties.
* Mercedes 300SEL 6.8 AMG: initial pass at physics
Tracks:
* Dubai Kartdrome: Added latest assets from Tomas, new skyrings, new closer terrain meshes form GP track, fixed missing parts of big tribune at end of start finish straight of GP track
Vehicles:
* BAC Mono: Updated paint setup, black area not paintable (BAC request)
* Caterham SP300R: Fixed offset exhaust positions
* Ford GT40 MkIV: Improved light setup
* Formula Gulf FG1000: Interior DDS texture. Initial check in.
* Mercedes SLS GT3: Fixed exporter warnings/errors
Build 610 (20/11/13, Team Member+)
Next-Gen:
* PS4, adds performance analyser.
* Platform specific SG handling (PS4).
* Fix for PS4 compile errors.
* Adds PS4 performance lib.
TweakIT:
* TEMP fix for oddity regarding vertex stream values affecting DX11 for IMB meshes when collating meshes in the Camera Editor
* Camera info debug view: orientation and fov added, dof ranges changed
* DX11 tweakit live view fix
Render:
* Fog parameters translation to keep maxIntensity less then or equal to 1 to avoid need for additional saturate() in shaders
Career:
* Flipping the unintuitive AppEnum toggle values for CareerOptions.
GUI:
* Stability pass for the monitor map screen and proper restoration of HUD state. Also bug fix for monitor map rotation and logic simplification for the monitor mode.
* Monitor level of detail improvement, Monitor now uses higher detail render buffer for the full map render.
* Trackmaps – new trackmap for Northampton Stowe
Physics:
* Fixed Formula A number of gears
* Lotus 78: Fixed typo in motion ratio calculation. Increased rear springs to keep handling in the same place.
Vehicles:
* Mercedes SLS GT3: various checks/fixes, started proper CPIT meshes
* Caterham Classic: LODA and B interiors polished, mapped and textured. A couple of small LODX/CPIT interior fixes made too, added Interior DDS texture. Initial check in.
Tracks:
* Dubai Kartdrome: Added new textures for small_hut
Build 609 (19/11/13, Team Member+)
API:
* Shared memory V5: Created ParticipantInfo struct, Moved mName, mWorldPosition, mLapsCompleted, mCurrentLap, mCurrentSector, mCurrentLapDistance, mFastestLapTime, into new struct. Added new mIsActive parameter to struct, Participant name is now using the ‘display’ name, Added tyre tread temp, Added tyre layer temp, Added tyre rim temp, Added tyre internal air temp
Render:
* Crash fix for non multithreaded dx11 setups when you have direct debugging enabled
* Tidy up of render list.
* Fog parameters are now in their own constant buffer
Next-Gen:
* Fix for PS4 compile errors.
* PS4, updates FX loader to support NULL pixel shaders, also uses extra attribute information
* Updates shaders to remove pixel shader on shadow gen on PS4
* Xbox One now has it’s own directional shadow (lookup) path
GUI:
* Camera info debug view
* Driver Customization: Initial data + RCF prototype for mesh selection
Physics:
* Lotus 78: Ride height and bump stops + other updates
* Lotus 49: New Modal carcass tire. Bow, Longitudinal and twist stiffness better matched with twist a bit stiffer than the rest. Flash tread base grip dropped, removed adhesive grip, but added more proportional tear grip (for when sliding). It mixes together nicer and more convincingly than the previous modal tire
Environment:
* Basic3Dfoil.fx tree ambient boost tuning
Vehicle:
* Vehicle damage: Disabled physicstweaker damage until we properly start tuning it. This temporarily cures the Full Damage top speed bug
* Mercedes SLS GT3: Prepared for custom liveries
* Mercedes 190E Evo2: Replaced 1 livery + added gold rim variation
Tracks:
* Dubai Autodrome/Kartdrome: Add new textures for silo and facility building
Build 608 (18/11/13, Team Member+)
Next-Gen:
* Sets PS4 sampler degamma based on srgb type, this fixes issues with BC compressed textures not being sampled srgb. Also set PS4 Z sampler filter based on mag filter, this fixes the issue with banding in sky. Updated PS4 spot light shadow settings
* PS4 now uses SSE to perform cube blending
Physics:
* Tire: FFB change, rollover, inclination wrt rollover, expose heat parameters
* Tires: Lotus 49 default FFB
GUI:
* Camera switch support – first pass only
Environment:
* Added vehicle spec scaler key to clear 6, a more hazy clear 6 for variation
Render:
* Adds multi-thread support to set/get global vector and set/get global matrix. Various render tasks and setups altered to match. Fix-ups for PS4/XBOX360/PS4/DX11/DX9/WIIU
* WTC Files: First attempt on windscreen reflections update
Tracks:
* Fix for internal overflow on autograss at Volusia
* Dubai Kartdrome: Add new textures for kart bridge
* Eifelwald: Long/Lat Co-ord fixes and changed track type to Point to Point instead of circuit (Non-GP version)
* Northampton (GP,NAT and INT variants): New export
Vehicles:
* Mitsubishi Lancer Evo X: Added cockpit display, New collision export because of naming changes
* Ford Focus RS: Added cockpit display, Mesh naming changes, fixed side windows emapping, new collision export because of naming changes
* Mercedes SLS: Cockpit display tweaks
* LMP P30: Cockpit/Interior/Steering wheel DDS texture (Initial check in), Driver anims (alpha 1)
* McLaren MP4-12C: Driver anims (alpha1)