0.1.47
ℹ️ 此版本暂未翻译,以下为英文原文。This version is not yet translated — content below is in English.
- Version ID: 975
- Size: 52.74 MB
- Published: 2020-03-06
Changelog
Section titled “Changelog”New features, options and improvements
Section titled “New features, options and improvements”- New smoke:
- Look, shape and behaviour adjusted;
- Shadows and ambient shadows reworked a bit;
- Additional smoke-car collision check based on collision box rather than sphere;
- Exhaust smoke;
- Smoke from flames;
- Smoke from the engine if damaged;
- Smoke from overheated brake discs (all of that might need adjustments);
- New input for track conditions:
SPECTATORS(1 or smaller if amount of spectators is reduced); - New option for additional track audio events:
BOUND_TO_SPECTATORS; - New
TRANSPARENT_AS_BLACKblend mode: no blending, but transparent areas are drawn as black (for fixing existing models via configs; like Ruf Yellowbird); - Major update for PBR shaders, mainly thanks to docs for Filament by Google:
- New and updated PBR textures;
- Improved PBR textures application;
- Metalness taken from alpha-channel of txDetail;
- Improved energy conservation;
- Fixed overly intense reflections;
- Separate PBR cloth shader with sheen and subsurface color;
- Simplified and more accurate clear coat;
- Improved interaction with dynamic lights and vertex AO application;
- Fix for blending normals;
- Fix for DXT1/5 artifacts on gray textures;
- Option to blur out txDetail to only use color, not pattern (and use pattern from PBR textures);
- Interior masking mapping and brightness fixed;
- Object Inspector app updated:
- New layout;
- Scrolling, sorting and filtering for material properties;
- Copyable areas instead of copy buttons;
- Texture viewer helping with setting up custom emissive areas;
- Pushing force of extended tracing for tyres now uses a bit better formula;
- Wipers animation works on cars other than focused;
- Default wear speed for both Brake Disc FX and Tyres FX slowed down;
- Temporal antialiasing making windscreens blurry from inside fixed;
- SSLR being way too greedy fixed, now interior view on wet track should be more reasonable;
- Grass FX:
- Lazier updating to slightly improve performance;
- Ambient shadows from cars fixed;
- Refracting headlights mark surface as non-transparent and work with forced reflections for inside meshes;
- Line light: diffuse concentration option works;
- Car animations now work in distance;
- Stencil for TAA improved, making it work per-object rather than per-material, should reduce TAA artifacts in interiors;
- Improved light positioning for license plate lights (new parameters,
MESH_FILTER_DIRECTIONandMESH_FILTER_OFFSET); - Speculars for all shaders now reduce with grazing angles to get rid of certain artifacts;
- New
NormalizeAOparameter for car paints, set to 1 to improve the way AO from txDiffuse is applied (mainly for cars with AO in txDiffuse); - New
CustomEmissive_AreaMasktemplate for using four areas as a mask; - Few small optimizations and fixes;
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