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Changelog.md

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What's coming next

This section lists changes not yet released, but committed to repositories stuntrally3 and tracks3.
WIP means work in progress, unfinished, still being developed.

  • 3 New tracks
  • Sounds🔊
    • New vehicle sounds for: cars (combustion engines), hovercrafts, drones, hovercars
    • New turbo sound and gear shift
    • WIP ambient track sound (rain, etc)
    • WIP dynamic objects hit sounds
  • Effects, all require (Water) Refractions on, to work
    • SSAO (ambient occlusion, on Effects tab)
    • lens flare (sun glow in camera)
    • sunbeams🌄 (rays), most visible on sunset tracks
  • Compositor rewrite, created in code
    • SplitScreen uses RTTs, smaller Hud fonts
      • Refractions work, SSAO too
    • Apply buttons work for Shadows and Reflections
    • WIP try, not useful, no effect on terrain issue
      Global Illumination (GI methods: IFD+VCT), on new Gui tab Advanced after Effects, has also debug visuals.
  • Game
    • Setup - Paints tab new filter slider, to show paints only from filter rating and above.
      But editing paints list must be done w/o filter, on highest value. Pressing Random (or Space) sets random from visible list.
    • Statistics window with list of completed game tutorials, championships, challenges, collections
    • restored tire trails, but still 1 color, meh
  • Editor
    • Split Edit window to Objects (in main menu) own with: Objects, Fluids, Particles, etc
    • 3D model preview on top of Gui
    • Added Effects, same as in game, also in preview camera, renewed track views
  • Gui comboboxes open on click (whole, not just on down arrow)

Version 3.2 - 23.09.2024

  • Game
    • fixed Multiplayer on Windows, bug was present since SR 3.0
    • Collection💎 - new game mode, in menu
      • Collect all gems located on track, for completion or quicker time
      • Hud shows 3D arrows on vehicle, pointing to closest 3 gems
    • More Lights💡 - with toggable Options
      • for vehicle: brakes, boost, reverse, under glow and for collection gems
  • Both
    • New Vegetation🌴🌳 - over half of tracks renewed
      • New Bushes, separate multiplier and distance options
      • New models: Palms, Jungle trees, mushrooms
      • Vegetation on Horizon, new tab in options
      • Limit (total count) option
      • Tree wind animation, WIP, not yet varied by model
      • grass and bushes deform under vehicle
    • Water Refraction🌊, depth color, soft border, WIP
      *does not work in Split Screen - will disable, and won't restore
      *antialiasing / FSAA does not work with refraction
    • New horizons on more tracks, almost all have it
  • Gui
    • New tab on Setup - Paints - Adjust - Under glow for color H,S,V
      • under glow color is auto set by picking paint
    • Main menu 3rd level for Game Types. Separate for Splitscreen and Multiplayer
    • 3D win cups🏆 shown on game end
    • Gui shows small track previews for game track / series
    • Gui Tracks view, new mode: gallery
    • Added Changes tab in game Help with this Changelog
  • Editor
    • Road: wall type, for decoration walls, rectangular
      • pipe parameter changes it from wide at 0, to square at 0.5 to tall at 1.0
    • New tab Sun - Wind 🌪️
      • unified params, affecting: trees, grass, water, weather particles
    • Vegetation materials, possible in presets
    • Edit mode for Collection, key Y
      • Insert/remove gems, move, scale
      • change type (for look, at end of presets.xml)
      • change group (for more sets on 1 track)
    • Edit mode for Fields 🎆
      • key H toggles, examples on TestC14-Fields
      • Field is a box area, which will act as force fields on vehicle types:
        acceleration, anti-gravity, damping -
      • have factor value, acceleration has also direction
      • teleporter - instantly places vehicle in destination, Enter - toggle edit
    • Particles have direction yaw, pitch angles
  • Other
    • split all.material.json to many files
    • in data dir, added subdirs: models, textures etc

Version 3.1 - 25.04.2024

  • Game
    • 8 New vehicles (Sci-Fi)🚗
      • 3 new types: hover car, hovercraft, drone
      • 3 hovering cars: R1, R2, R3. R1 video
      • 2 antigravity drones: Q1 slower, Q3 incredibly fast and agile
      • 2 racing hovercrafts with propeller: H1, H2
      • fast car YG
    • New speed sensitive steering tab and settings for Hover type vehicles on tab Setup - Steering
      • Steering range multiplier(s) for Surface affect graph and whole group
  • Tracks
    • 1 New: Wnt19-Downhill
    • New skies⛅. Replaced all old 4k with new 8k ones on all tracks
    • Many updated with new horizons, few with objects etc
  • Editor
    • WIP 4 New video tutorials, on Editor page, in playlist
    • Changing object material, sets defined in presets.xml
    • Toggle static for dynamic object, no *_static.mesh
    • Fix alt-J crash, shortcuts
    • Fix New/duplicate track. Was having garbage for horizons, no other roads. Delete track too
    • Export track to Rigs of Rods added, using SR 2.x meshes
  • Both
    • New tab Options - Screen - GUI with scales for font size and windows margin size, all need restart
    • Screen and Video tabs with render system options, WIP few not done
      • Vsync works immediately, but Resolution, Fullscreen, Antialiasing need restart
    • Added Japanese font and quick, basic translation (could be wrong)
    • Linux binary release

Version 3.0 beta - 3.12.2023

  • Stunt Rally 3 is continuing last SR 2.x.

  • Graphics - moved to Ogre-Next 3.0

    • A lot smoother and higher Fps📈, also in split screen
      • No vegetation lags. Auto HW instancing. Good Fps with many objects/buildings, and road points in editor
    • Vegetation models - no impostors, now using meshes with LODs
      • Graphics Detail tab has new setting - for far Vegetation/Objects geometry reduction, aka LOD bias
    • Horizons🏞️ - far terrains on many tracks, great landscape views
    • PBS materials - with roughness and fresnel/metalness. WIP, can be improved
      • New vehicle materials - with more parameters and new look
      • Color changing paints🎨, 3 colors (on Gui) at once depending on view angle
      • New paints - Big set, over 450 total
      • Materials in new .json format with more posibilities e.g. detail maps
      • New syntax and new (more complicated) HLMS shaders, comparison and details in Developing🛠️
    • Better glass pipes - sorted, no random blinking
    • Vehicle front lights💡 - new tab Lights in Graphics options, toggle key, WIP grass is not lit
  • Game

    • Up to 6 players in Splitscreen or Multiplayer
    • Splitscreen 3D Hud available for each player: checkpoint arrow, beam, pacenotes, racing line
  • Gui

    • Game Setup - Paints tab with more sliders and
      • Dynamic list with groups - Add,Delete,Load,Save buttons - saved in paints.ini
    • Tracks list: 3rd view
      • New columns with user's track rating (slider) and bookmark (checkbox) for better orientation
    • Game window title showing mode and players count, changing color
    • More info on Fps bar (F11), colors from values (orange and red are very high), info on Gui
    • Settings for using cache and shaders debug, mouse capture and ogre dialog show.
  • New Material Editor

    • Alt-F both in game and editor. Can save json, needs adjusting after, info
  • Moved translations to Weblate

  • Editor

    • Many terrains - new Gui buttons: < Previous, > Next, + Add, X Delete, top right (same for Roads)
      • Enter - goes to next terrain, while editing with brushes (outside Gui)
    • Terrain Brushes - new set, 169 total
      • Dynamic list with groups - Add,Delete,Load,Save buttons - saved in brushes.ini and png (but slow)
      • Brush parameters - New tab with sliders and Random buttons. Colored values
      • Grid brushes, 3×3, 5×5 etc - can repeat N-gon type, repeat in OfsY parameter
    • Bigger terrain heightmaps - available, with good Fps. File size shown (2k is 16MB, 4k is 67MB!)
    • New tabs Fluids and Particles with lists (Alt-X) for easier picking, colored names
    • Focus camera on current (object, fluid, road point, anything) - key \
    • Fluids quality (diffuse, refract (not done yet), reflect) keys 1,2 - to reduce rendering when many on track
    • Update now saves terrain heightmaps, so F5 won't undo after
    • Particles scale - new parameter for size e.g. for bigger clouds in distance (keys K,L)
    • Terrain circle cursor - same size far/near, animated
    • Grass layer color - can pick any, no ColorMap combo
    • Sky preview map shown on Sky tab
    • Hud hide and Trail show checkboxes. New tab View, split from Settings
  • Sources

    • Require building latest Ogre-Next and MyGui-Next fork from sources. Info in git Building file
    • Reworked base class and new AppGui class, common for game and editor
    • Added emojis, for better code orientation in key sections and methods. Quick guide in emojis file
    • Only tinyxml2 used now, no tinyxml
    • Game and Editor tools can be started passing command line argument(s)
      • cfg or config forces showing Ogre dialog with screen and rendering options
      • Starting with ? shows help for all. In code search for Tool or references to MainEntryPoints::args
  • Bugs and notable missing features from SR 2.8, not yet present in SR 3.0:

    • broken multiplayer on Windows
    • Video options: Resolution, Vsync, Antialiasing, etc are not on Gui, but in Ogre dialog before start. No Limit Fps
      • Can't change them without quit. Also possibly alt-tab could require track reload on Windows.
    • Terrain shadowmap, Fluids: depth color, Refraction, smooth border. Grass deform, Trees wind.
    • HUD: minimap terrain or border, bad other position markers, bad in splitscreen: gauges, minimaps, digits etc
    • Editor
      • Slower road editing (~20 Fps not 60), added skip. Full Rebuild (B) takes quite long, columns need it
      • Bad reflection in editor F7 camera, less Fps (minimap RTTs don't skip, no terrain+road mode)
      • Object pick errors, moved Terrains bad edit cursor pos
    • On older PCs: slower track loading (e.g. 5 sec not 1) and few lags due to long shaders compilation etc
    • Generally lighting changed due to sRGB colors (also using gamma to fix 1.15)
      • Every color in e.g. sun, particles, materials etc needs adjusting when converting from SR 2.x (make it darker, more saturated)
    • Grass not lit by vehicle lights, particles are unlit

    Old SR 2.x changelog here