0.1.31
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- Version ID: 872
- Size: 28.86 MB
- Published: 2019-12-09
Changelog
Section titled “Changelog”New features, options and improvements
Section titled “New features, options and improvements”- Refracting car lights:
- Position auto-guessing;
- Option for custom bulbs position;
- Option for emissive multi-channel behavior;
- Performance improvements comparing to preview builds;
- Multi-sampling option (increasing cost in four times, so, don’t use it unless it’s really needed);
- New multi-channel emissive shaders:
- New alternative mode for txEmissive in which each texture channel defines a mask for a certain emissive channel;
- Optional procedural mode with four ways of defining areas;
- Two types of mirroring allowing to increase amount of channels for symmetrical meshes from 4 to 7;
- New shader for dashboards allowing to set up to 25 indicators with a single mesh and material (procedural mode only);
- New shader with both
_emissiveand digital screen features, using emissive mask as digital screen mask as well; - New PBR glass shader with
_emissivefeatures; - Car emissives can specify emissive channel directly, tracks can use
ksEmissive1(ksEmissive2and so on) syntax; - Refracting car lights can use proceducally defined light bulbs linked to different channels:
- https://gfycat.com/deficientfondhorseshoecrab; (Has been deleted);
- Please use this approach instead of dynamic emissive map! That feature might be removed soon;
- Procedural grass reworked:
- Now with geometric fins;
- Fully customizable cascades;
- Cars move grass when driving by;
- For now, without parameters, that will be returned back soon;
- New Python functions:
- Everything reworked using more error-prone approach, fixing a few bugs in the process;
- If you’ll notice any incompatibilities in API, please let me know, will fix asap;
- Switch to strict mode to get errors if arguments are wrong, instead of patch silently returning default value as it was doing before;
- Python profiler app now also shows log and error messages, renamed to
Python Apps Debug; - Profiling and error handling for Python apps now should work within extra callbacks as well;
- PBR shaders updated:
- Specular ambient added (temporary solution until I’ll figure out how to do it properly);
- Works properly with dynamic lights;
- Overly occluded reflections fixed;
- New option for txDetailNormal in PBR format, containing normals, occlusion and specular level (inverted roughness);
- Lights guessing now would work with a single mesh for all four turning indicators;
- Dynamic navigators;
- INIpp format updated:
- Breaking change: indices now start with 1 instead of 0, to make it less awkward when working with expressions (which were already using 1 because of Lua);
- New features:
- Generators;
- Refer to mixins anywhere, with inline parameters and optional shorter syntax;
- Auto-indexing values;
- Vectors support;
- A lot of bugfixes;
- Twice as fast;
- Now with automatic tests to ensure new features won’t break anything!
- For more information, check out INIpp repo and its README;
- Includable configs with templates:
- New
custom_emissive.iniallowing to set turning lights and what not in just a couple of lines; - New
selflighting.inihelping to speed up a bit adding extra light sources for headlights lighting up the car; - Glass: brightness adjustment option, option to use normal map and, if needed, to use alpha-channel from normal map;
- Car paints: tiling fix is now optional, use
ApplyTilingFix = 0to disable it; - Interior PBR materials: new
Material_LeatherDetailedtemplate with PBR detail texture, new options; - A lot of new stuff for navigators;
- New
- Extra FX: new
MASK_GBUFFERoption for headlights glass, allowing to get local reflections from behind it, but dimmer; - Alpha-to-coverage thing rolled back for now;
- Dirt particles use track colors from Tyres FX, this time properly;
- A bit of tonemapping for SSLR to reduce aliasing caused by too bright objects being reflected;
- Analog odometers:
- Now background color is used properly;
- Use fonts from
content/fonts; - Options for scaling fonts vertically and for a vertical offset for fonts;
- Car inputs:
- Options
INPUT_ADDandINPUT_MULT(not really needed withINPUT_LUT, but it might be easier sometimes to just use a simple way of setting it); - Options
INPUT_THRESHOLD_LOWER_INCandINPUT_THRESHOLD_UPPER_INCusing less-or-equal or greater-or-equal check; - New
SEATBELTinput (free camera with hidden driver for now);
- Options
- SSLR works better with semi-transparent objects (not as bad as before) like semi-trasparent puddles with new water shader;
- Adaptive shadow boundaries now should shift closer if something is very close to camera;
- New digital screen shader acting like overlay for existing meshes;
- Option for terrain casting shadows: will cast shadows as double-sided when sun is low;
- Option for disabling track cameras LOD distance multiplier, enabled by default;
- Option for filling missing textures in
SHADER_REPLACEMENT_...; - Option to disable side culling;
- Water shader: option to use alpha-channel from txNormal;
- Default frequency for blinking emissives changed to 2.2 Hz (apart from turning lights);
- New car paints got damages and dirt back;
- Mesh filters in cars: filter by LOD;
- New options for car lights:
OFFSETandOFF_OFFSET, three numbers, for fine-tuning position without reassigning guessed value;ONESIDED, eitherLEFTorRIGHT: same as settingMIRROR=0andPOSITION=X, …, where X was oldMIRRORvalue, but guessing-friendly;PREFER_FRONT, for position guessing (if mesh was split in two bits, front and rear) or picking custom emissive properly;
- Option to add extra sharpness to local reflections for certain materials or meshes;
- Custom analog instruments:
POS_OFFSET_STARTandPOS_OFFSET_ENDfixed;- Option for scaling with
SCALE_STARTandSCALE_END; - New
LOWER_BOUNDoption;
- A lot of various fixes and stability improvements;
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