EDITO: Pues ya lo tenemos aquí. No ocupa mucho en cuanto a GB pero sí en cuanto a contenido.
Build 888/889 (06/01/14) - 1.3 GB
Next-Gen:
* PS4: Fixed Film Camera
* PS4: Fix for PS4 insufficient save space message
* PS4: WMD-3785 : Horizontal swipe naming correction
* PS4: Fix WMD-4139 - PS4 - Build 880 - MP Stability - DeleteAllPageHandlers
* PS4/XB1: WMD-2555: Updated cancel dialog to use the correct icon (circle PS4 / B XB1)
* XB1: Fix WMD-2905 - XB1 - In the 'Community Events' window image of keyboard is displayed under 'CONTROL SCHEME'.
* PS4: Fix WMD-3921 - PS4 - Design - ONLINE - 'Restart Session' option is available in 'Online' mode in 'Dubai Autodrome International'
Render:
* Adds grass_black material and alters build script.
* Added non-msaa blending to ground cover. Added blanking technique to vignette.
* Autograss now does pre phase 1 check and flips if buffer ready. Adds grass black. Fixes distances (NOTE: These are set from 'track detail setting') 60M (256M grid), 120M (256M grid), 256M (512M grid). Grass will now spawn across all available cores and produce one draw call per call. Draw calls are interleaved from tiles to relieve back pressure.
GUI:
* Missing motorsport logos added
* BMW M1 + BMW Z4 GT3: Fixed names
* Updated Photo Page in-game (3540)
* Accolade tiles updated (3247 1508)
* Fix for controller display WMD-3918
* Turned on pitstop cameras by default.
* Fixing profile pane logos - WMD-4076.
* MessageHolder added to dialog box (3393)
* Updated Endorsement sponsor names (4103)
* Additional FanChat images and names added
* Fix time trial HUD not displaying lap info.
* Cancel changed to Close on Filter dialog 4100
* Placeholder controller callouts removed (4001)
* Updated control prompts on Photo page (2501 3995)
* Trackmaps: Updated with latest changes, all variants
* Fixed three screens not adhering to a 4:3 aspect ratio
* Trackmaps: New trackmaps for Summerton - all variations
* Additional Thrustmaster/MadCatz/Fanatec controller images
* Fixed duplicate applinks on Pit Strategy Edit screen 3298
* MessageHolder element added to hud_messages file also now
* Fixed wheel changing sequence when fuelling is not allowed
* Trophy movie (formula A): Glittering/noise/compression fix.
* Fix WMD-3351 - Enforce ABS TCS SC restrictions during race.
* Gamertag no longer in uppercase on Scheduled Pit board 4058.
* Career calendar icons brighter, Today indicator changed (3270)
* Fixed disappearance fuelling crew when fuelling is not allowed
* Formation Lap Skip removed, 'always on' button fixed (3463 4110)
* Updated Choose Starting Point screen and motorsports logos (3444)
* Added a few missing localised texts - WMD-3967, WMD-1792, WMD-3060
* Updated Accolade Win screen with animation and better layout (3532)
* Fix for incorrect player number displayed for joining players via in-game lobby ( WMD-4121 )
* Fixes bad loading of textures by applinks before async load is completed - WMD-2729 & WMD-2886
* Both sliders match on Today's Event screen, % indicator added, Toggle Info button better aligned (3860 3992)
* Ingame "time left" timer getting visibility flag applink so it can be turned off on modes which does not support it.
* Fix WMD-2710 - Host is not directed to ?Location? tab after accepting the prompt to ?Change Location? as prompted by players in Lobby
* Removed ability to alter disabled configuration sliders, 'always on' button fix, ability to change Vehicle Class now on Xbox One (3597 3358 3313)
Cameras:
* Fixed jitter of chase cameras with target points outside of vehicle bounds.
Dedicated Server Integration (wip):
* Fixed the sample config
* Print server config at startup to log.
* Updated documentation of all DS functions.
* Updated JSON config reader to support nested objects and arrays.
* Added support for whitelists/blacklists stored in an external file.
* Implemented randomization into RefIds assigned by the dedicated server.
* Added handling of late auth errors which happen when a user is no longer logged into Steam or gets VAC-banned. The server now kicks such users.
* Server config is now parsed from a JSON-like config server.cfg that can override any settings. Sample config with defaults provided in server.cfg.sample.
* Added user whitelist and blacklist to server config. If whitelist is used only users with steam ids on that list will be allowed to use the server. Blacklist can be used to ban specific users from the server when whitelist is not used.
Online/Multiplayer:
* WMD-4114: Fixed accepted invitations not being processed on the Marketplace/Store page.
Characters/Animations:
* New universal animations
* GT Pitcrew: GT wheel mechanics master scene for export source files, wheel mounting & unmounting animations ( 2s,4s) , placed in one linear take
AI/Pitstops:
* Fix for pitmodes check.
* Fix WMD - 3900 pitstop scripts abiding the racing rules
Vehicles:
* FG 1000: Taillight tweaks
* Caterham R500: Taillight tweaks
* RUF CTR3: Light billboard tweaks
* Sauber C9: Light billboard tweaks
* McLaren F1: Light billboard tweaks
* Mercedes SLS GT3: Taillight tweaks
* RUF RGT8 GT3: Light billboard tweaks
* Pagani Huayra: Light billboard tweaks
* Pagani Zonda R: Light billboard tweaks
* Ford MkIV: Improved cockpit gauges glow
* Ginetta G40: Brightened the cockpit exposure
* Ford Escort Mk1: Improved cockpit gauges glow
* Formula A/B: Small CPIT display texture tweaks
* Mercedes 190E Evo2: Cockpit center camera lower
* BMW M3 E30 GroupA: Improved cockpit gauges glow
* Radical SR8: Improved RPM lights on cockpit display
* Mercedes C-Coupe DTM: Windscreen banner more opaque
* Ford Capri Group5: Cockpit gauges glow textures tweaked
* Palmer Jaguar JPLM: Livery fixes, Light billboard tweaks
* Renault Clio Cup: Improved RPM lights on cockpit display
* Ford Mustang 302 SCCA: Fixed cockpit exposures being too dark.
* Ford Mustang Trans Am: Fixed cockpit exposures being too dark.
* McLaren 12C: Light billboard tweaks, Brightened the cockpit exposure
* Gumpert Apollo: Taillight tweaks, Light billboard tweaks, minor fixes
Physics:
* BAC MONO: AI speed slowed to better match player.
* Palmer Jaguar: Increased AI speed about 1 sec per lap.
* Mclaren 12C GT3: Small eyepoint adjustment further back
* BMW M3 GT, BMW 1M: Adjusted spindle inertia's, increased FFB strength
* BMW 1M: New setup, stiffer bumpstops and springs for bottoming problems. Better balance.
* RUF RGT8 GT3: Safer bumpstops to remove alot of the bouncing from early contact on bumpy tracks.
* Caterham SP300R: Slowed the AI speed to close match theplayer. No changes to the player car. Works great.
* Radical SR8X/SR3: Slight drag profile change. Moved more towards rear. Helps stabilize the back end in high speed.
* Ginetta G40: Slowed AI speed to match player car better. Stiffened front swaybar 1 notch to reduce oversteer, Increased FFB strength.
* Ariel Atom V8, 300: Added a different rear carcass to handle the rear heavy weight better instead fo sharing it with the Caterham R500. Reduced wear as reported on WMD forums.
* LMP1's, Audi R18: Adjusted default setups to work at Lemans without dragging the skid plates or running out of gearing. Top speeds 188-190mph now with the defualt medium (5/5) wings. Was previously only getting 175 from bottoming. Handling not really affected. Still handles great at tighter tracks. Also tested at Oulton Park.
* Supercars: Pagani, Maclaren's, Gumpert, Merc SLS, Audi V-10 - More tweaking of the tire caracass. BoP changes so the P1 is a little faster than the Huayra. Other car got tweake sto for drivabiltly. Suspension gone through for caster and geometry, bump steers and scrub raduis. A general making sure all the cars work and make sense with the newest tire.
* FWD, 4WD cars: New front geometry with negative scrub radius. Take what Casey did even further. Seem to have solved the weird feel of the FWD cars FFB and tucking in under power now seems to work at least a reasonable amount. 4WD suspensions got some of that plus the front roll center was higher than the rear (a-arm angles) which was probably causing the up on 2 wheels reports from the Lancer.
* Formula C: Added latest carcass to rain tires. Tweaked wet compound to suit. Reduced differential lock to help last bit of turnin understeer., Changed the steering geometry for more ackerman. Noticed this at Azure circuit. Low speed understeer. New tire carcass to handle camber and temps better. The outside of tires were hot with more than enough negative camber. Small setup change to suit.. New setup for newest tire. Stiffer rear springs. Shortened scrub radius to 20mm. Lowered 4th, 5th, 6th gears to be more usable with the defualt wings. Set defaut tire to be the latest.
* GT3 Cars: BoP Adjustments. Shouldn't be so clear now as to which car is always fastest. Most got small aero drag/downforce adjustments. The Mercedes got more power as it didn't match the listed power and it showed in game. Lots of work on the default setups first before any adjusting. Fwiw, I was fastest in the RGT8, then the Aston, Mclaren,Z4. But all cars for me are within 1 second. Tested at Dubai International, so I'm sure the cars speeds will be more track specific. SLS should do well at the longer tracks. No changes to the tires, although I'm pretty convinced we at least should add more cold drop off. First we'll test this.
* Ford Mustang Trans Am: New suspension geometry, removed double caster, changed to front steer. better rear axle geomtry to handle the drive shaft torque. New setup witha better shock package. Damper knees changed to 60/70 and 70/70 F/R. Developed a new bias belt tire carcass and compound that made more sense to me. Having driven a GT1 Camaro thats very similar to this I can say it more closely matches how they feel. They were extremely easy to drive and were softly sprung and well damped. Handled the power with no drama. Awesome car to drive now. My less than alien times match pretty well with what they were doing at RA and Watkins Short back then.
Tracks:
* Moravia: Crowds placement update
* Connecticut Hill: Updated exclusion map
* Belgian Forest: Fixed bad of course wet line causing JIRA WMD 4117
* Sakitto: Added Marbles in all circuits, static trees, treewall, new trees checked in for Sakitto variations
* California Raceway: New race line, corridors tweaked where needed. Picked up about 2 seconds a lap for the AI with this one.
* Road America: New raceline. Picked up about 2-3 seconds a lap. Tweaked corridors were needed. fixed various WMD reported issues, updated CSM, fixed flickering/sinking trees
* Oschersleben: New autograss setup , new exlcusion map , new collision , new autograss texture , fixed some z-fighting overlays , fixed collision issue with the concrete wall near the back straight hairpin
* Eifelwald: Updated the stage1,2,3 selection sets to include the missing concrete blockers. Removed some tyres that were not needed and had no collision, updated tree override textures to fix some mip glitch issues.
* Hockenheim GP: New raceline. Picked up about 1.5 seconds a lap. New pit lane path with the exit merge past the first corner which fixes the AI doing a 360 loop after merging. Probably is really an AI logic bug, but this fixes it.
* Le Mans: Changed instance and static files to fix wmd reported issues, updated exclusion maps, New corridors marking off the large amounts a tarmac the AI previously saw as legal to use. Raceline unchanged, plenty fast as is. Cut tracks editied.
* Chesterfield: New night lights added, placed new trees and bushes, new outer terrain, new grass and soil materials mapped, new kerbs, relofted trackedges and whitelines, new wall, placed new trees and bushes, new night ligths setup, wet weather setup
* Oulton Park: New raceline for International. Fixes them running wide exiting last chicane and the second to last corner.. New grid spacing to greatly reduce the mayhem in the first corner starts, all three tracks. Some corridor edits to furhter help turn 1 and a few other areas.
* Mount Panorama: Update of esses slope, update for esses section, instances, crowds, lights, New Raceline and corridors. About 2 seconds a lap faster than previous. Corridors are better too, but still a difficult track for the AI especially when up around 100%, lightmap added to pitbuilding wall and to tower
* Eifelwald GP: New autograss excl , updated CSM , material tweaks to make dirt into mud to match autograss , fixed weird sand overlays on Muellenbach, updated broadmap to remove dark blobs , updated grass 2 to make it a muddy version of grass 1 so the autograss sits on it correctly, updated road edge to match.
* Monza GP: New wet weather setup for road (kerbs wip)with new puddles texture, added reflection flags, updated kerbs textures, adding edge overlays, tyremarks, new texture and trackedge for outer roads, fixed flickering and dissapering shadows from treewalls, new night lights added, New raceline and corridors. 4-5 seconds a lap faster than the previous.
* Azure Circuit: Fix of tilted normalmap, LOD and occluder adjusted, optimizations on csm, fix of duplicated grass meshes issues, found new gaps and fixed, adjusted instances files, further reduced base triangle count, another optimization pass, overdraw reduced and polycount reduced further (64K triangles removed), New pit lane path to fix the AI Not negotiationg properley and Player getting a cut track. Ther was an out of order waypoint near the exit that somehow got there. fix for broken viewer occluder and distant meshes reduced further, base statics instance count reduced from 64 to 47 and instance count reduced, fixed placement bugs found across the track, armcos splitted and LOD setup, fix of mesh issues microgaps, fix of gaps found around the track and at background buildings, skydome seawater optimized, more advert boards added also to occlude sidestreets, adjustments to occlderflags, optimizations removed 81K triangles, removed unseen 1208 statics, removed 105HWinstances, removed 1208 unused statics and 105 HWinstances
* Jin Ding: Fixed various WMD reported issues , *Refined Collision wall check, Polished gravel/Sand areas with vertex tinting applied to nearby tarmac, Turn off aniso where it's not needed, Marbles and Leaves added, Add new Grass skids to the inner terrain, Detailed Armco (deformable if appropriate/possible), Soil overlays on grass near the track and outside the Kerbs, Specular downward blocker (Same as in Brands Hatch), Add Tunnel & Pits rain blockers, Organic edges on the runoff areas, Add Micro bumps around the tracks to make the tracks feel more "alive", New Detailed Tyrewalls added, Add new static ground cover and ensure the grass is balanced to match the terrain, STL check on the track csm mesh, Improved Slopes/Grass Verges (re-using latest materials from other tracks to save time), Ensure that the Nvidia style maps are used and check that UV2 terrain mapping is rotated the same as UV1 (info here), Review the latest track reference for 2014/2015 updates to the circuit, New Tarmac material setup, Check for godray tick on structures with transparent glass, Blended Grass Patches , including under crash barriers etc (where appropriate/needed), Vertex AO and base dirt applied to areas that require better grounding, Global welding pass to fix micro gaps/visible seams, Check & Update new whitelines (incl blend texture for distant mips), New Trackside content added (Tents, Animated Flags, Video Walls, Parked Vehicles and Caravans), Check DBV broad and detail are in the correct (inverted) order and check impostors intensities look correct, Masking wet roads in tunnels and on steep slopes using vertex alpha, Check the longitude/latitide co-ordinates in the TRDs, Add track centres to trd', added/updated new grass exclusion maps