Image Space Incorporated
ha rilasciato una nuova build per rFactor 2, simulatore di guida in fase di open beta.Il nuovo aggiornamento non apporta nessuna nuova aggiunta in termini di auto o tracciati, ma si indirizza bensì alla risoluzione di varie problematiche in tutti i vari comparti di gioco.Questo il log completo:ChangelogUPDATE 8 (Build 118) Changelog (October 19, 2012):======================================GRAPHICS:—————————Fixed a bug with inconsistent shadow detail between channels in multiviewAdded 3 levels of shadow filtering speed vs qualityEnhanced autodetail framerate processing to better maintain minimum FPSAdded auto detection of multiGPU setups to improve some processing and support more than 2 GPUFixed a quadgrid culling bugFixed bug with pendulum texture animationsBloom is now working properly with multiviewDifferent texture detail levels between player and opponents now (almost) worksFPS counter now shows yellow when frame rate is being regulatedAttempt to fix ‘left-behind-shadows’ problemSeparated auto detail processing from visible vehicles processingLimit auto-detail FPS option to the current refresh rateSelecting multiview now works; changed widescreen HUD to only stick if Apply button is pressed, just to be consistent with the rest of the settings on that page.Sync shadow groups between views in multiviewAdded code to visible vehicles calculation to maintain minimum framerate.Improved multiGPU awareness of HDR processingGAMEPLAY:—————————-Corrected code to always use track GDB SettingsFolder overrideSetting session starting times default to 9amChanged default steering help from low to off because it confused a lot of peopleRe-enabled transparent trainer and added some options for it.PHYSICS:—————————-Added code to allow RealRoad to be pre-conditioned in a number of waysMoved some real road computations into road shaderFixed typo that prevented the middle turbo dump sample from playingImproved turbo dumpAdded minor effect of turbo spool frictionFixed a small problem with auto reverseAI:—————————-Attempts to get the fuel-less AI to slowly pull off the road.UI / HUD:—————————-Fixed bug on skin spinner where sometimes the skin listed wouldn’t match the skin displayed in showroomFixed statbar car position map to correctly scale with screen/hud resolution.Now checking livery availability on vehicle change to make sure it’s valid….clearing out the playerfile value if it is not found.Eliminated more conditions where the player vehicle gets incorrectly set to Pace car.More UI stuff for RealRoad loading/savingMinor fix to info display on Video Res pageScaled text on mouseless spinners to correct value based on screen res and res of options.Added ability to add boost gauges to cockpit and HUD.BUG FIXES:—————————-Fixed crash in multiplayerFixed some memory/resource leaksFixed crash when changing tire compounds in pitstopSmall optimization with regards to buffering data between simulation & multimedia threadsMULTIPLAYER:—————————-Added dedi server RealRoad optionsFix occasional flash of opponent vehicles in wrong spot during heavy multiplayer racesFixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final windowCONTROLLER/FFB:—————————-Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn’t using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported.Removed double initialization of controllers. It’s still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn’t help much (this applies to all manufacturers … please return error codes if the force feedback isn’t working).“Reset FFB” control now also resets steering wheel range, which also gets changed occasionally for no apparent reason.Now automatically holding clutch and brakes on grid for people using a combined axis for throttle & brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as “Hold Clutch On Start” and “Hold Brake” in the controller.ini file.PLUGINS:—————————-Completed custom plugin control (this invalidates old Version05 plugins)A little bit more robustness with respect to saving and restoring custom plugin control mappingsREPLAYS:—————————-Fixed issue where transparent trainer would flicker in replay; note that this changes the replay formatMODDING / PUBLIC DEV—————————-Fixed bug with render target selection for all 3DS Max plugin versionsAdded a new default method for generating normal map tangent basis. original method (meshmender) is still available as an option.Added _v25 to the names of all plugin dllsFirst release of scene viewer, located in ModMgr directoryFixed some problem with component Install/Uninstall in mas2 packaging toolUpdated modmaker doc to sync with latest toolsAdded CG visualizer to Ctrl-U dev toolAdded support for RealRoad file reading in viewer