Mie mi se pare cea mai stabila versiune de pana acum.
Troubles expected with this one:
- linearity of the steering wheel (you for one now need to specify the wheel lock in the setup screen before starting to judge things)
- a new parameter ('sunny') in most fragment shaders (any typos?). For a simple 'overcast' type of thing where you allow less sun to shine through.
- dbg_car.flip_tan=1. Perhaps a major breakthrough on the physics end. Where I always used a tan(SA), it might have needed to be atan(SA). Ouch, we're going to test this on our high-end sims later today, see how it feels (easier to do than with a G27).
- steering controls are now in degrees, rather than normalized. How about center_squeeze (and related) for Mz reduction near 0? Haven't looked at that yet.
- Steering revised quite a bit - the controls for steering left/right now use degrees, instead of being
normalized. This changed some things inside the physics engine to use rotation more directly.
The idea: set your controller's lock correctly. With cars that have a steering lock that is smaller
or equal to that of the controller lock, the steering is direct (1:1). If a car has more lock defined
in its car.ini, linearity will be applied on the controller's steering output (now in degrees) to let it
use the full range of the car's steering wheel (linearity=controllerLock/steerLock).
This all targeted a bit for 900 degrees where you no longer then have to tweak for a lot of cars.
The controller setup screen is being worked on to visually check the lock (press F5 twice in the setup
screen to show the 'Wheel' page).
- Controller lock is now saved in the setup screen.
- A new important physics tweak is available: dbg_car.flip_tan. Defaulting to 0 (the v0.8.22 behavior),
setting it to 1 modifies the slipangle calculations for each wheel to use atan() rather than tan().
The tan() has been in there for a long time, to stabilize high slipangles. But, tan() makes values
worse as they grow, instead of flattening them like atan(). So, this needs to be investigated;
probably it has quite an influence on slipping behavior (with big slipangles).
- bloom_shadows_f.cg accidentally had bloom turned off
- Flare Cg shaders tweaked for nicer looks (alpha changes)
- log file position group added 'lap' (ASCII format)
- Added motion_blur.stencil option - use 1 for the old projected shadows, 0 for shadowmapping (faster)
- Added dev.nvidia_perf option that will try to access nVidia PerfSDK counters if installed.
Install an instrumented driver for this to work.
- Added a profile debug page (Ctrl-6, may have to press twice for the 2nd page) to see some nVidia performance counters.
I must say it bluescreened my XP machine more than once, so be careful with instrumented drivers.
- Added envmap.live_track.frames_per_update for more live track mapping control
- Fixed some tough render engine bugs that messed up Z-buffer usage (mirror on made the screen flicker)
- Generic models weren't transforming; fixed.
- Added wiper modes (off/interval/normal/fast), use 'w' to switch to the next mode (see also Ctrl-4 for the current mode)
- dyn_standard_bump_reflect_f.cg now also lets bumpmap alpha affect specular (next to reflectiveness)
- Sky_f.cg and sky_daynight_f.cg modified so clouds=1 now gives the normal effect (and does not raise
cloud regions to 175 klux!)
- A track's exposure in special.ini is now correctly used as the initial exposure (no more starting
with white, then coming back to a normal exposure if you set this one to a nice value; like 0.02?)
- Fixed a bug in the fresnel calculation in dyn_standard_bump_reflect_v.cg, which gave bad looking
- Selecting Bloom/Shadowmapping from the menu gave problems with undefined 'gammaFactor' errors.
- Surround Gaming mode camera aspect fix (director mode)
- A surface's 'grip_decline_driveline' now defaults to 0 (was 1). Fixed issues with grip declining by default.
- Panorama shader's extinction now uses 'scale' Cg parameter instead of hardcoded value (5). Add 'scale' to
your track.shd file.
- Backfire would sometimes not work. This and a bunch of other uninitialized data fixed.
- 2D elements in the render engine could mess with motion blur blending (OpenGL state cache).
- When bloom was on, the aliased buffer was anti-aliased twice! (for bloom and at postprocessing)
- blur_alpha didn't work; the fullscreen shaders didn't output correct alpha. Using a bit of blur_alpha now
by default (0.3).
- Auto exposure sampling did an anti-alias pass; now it uses a previously anti-aliased result (faster).
- Dropped config.exe for now - anybody using it actively? Most should be settable ingame.
- Added 'sunny' in special.ini (tracks); 0=totally overcast, 1=super sunny. For ground objects.
Needs to be added to all fragment objects though. Also adds script cmd 'sunny <x>' to set it live.