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
- 8 New vehicles (Sci-Fi)
- 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
- New tabs, settings, converters, info here.
- Updated docs
- Added Japanese font and quick, basic translation
- 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
- A lot smoother and higher Fps, also in split screen
- 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.
- Game Setup - Paints tab with more sliders and
- 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
- Many terrains - new Gui buttons: < Previous, > Next, + Add, X Delete, top right (same for Roads)
- 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
- Video options: Resolution, Vsync, Antialiasing, etc are not on Gui, but in Ogre dialog before start. No Limit Fps