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Changelog.md

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What's coming next

This section lists changes not yet released, but committed to new repositories stuntrally3 and tracks3.

  • 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
  • Tracks
    • 1 New
    • New skies. Replaced all old 4k with new 8k ones on all tracks
    • Many updated with new horizons, few with objects etc
  • Editor
    • WIP New video tutorials, on Editor page
    • 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
  • Updated docs
  • Added Japanese font and quick, basic translation

Version 3.0 beta

  • 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:
    • 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