It’s finally happened! After years of anticipation, the BeamNG.drive team has added VR compatibility to its eponymous driving game, allowing players to get themselves involved in hilarious, over-the-top crashes from a first-person perspective.
Not only that, but the developer has also added a host of new content and upgrades to the physics sandbox title, with a new vehicle, new trailers and an expansion to the West Coast USA map all in the offing, as well as enhanced gearbox behaviour and obligatory new missions.
Version 0.30 is here!
🏎️ A new vehicle 🏜️ Map expansion – West Coast, USA 🔧 Gear shifting rework 🛠️ Experimental – VR suport
The headline feature of v0.30 is undoubtedly VR implementation. To use it, players’ VR headsets must be compatible with the OpenXR standard API, with the developers caveating that VR is resource-hungry at this stage, so turning down graphics settings may be required for optimal performance.
Although it’s an early experimentational version of VR, BeamNG features stereoscopic wing mirrors (a feature properly done in Live for Speed) and the ability to toggle VR on or off at will.
As teased previously, BeamNG’s new vehicle is an SXS (side by side) off-roader, featuring two seats and a small, three-cylinder engine propelled by a continuously variable transmission (CVT).
The Hirochi Aurata has all the drivetrain and engine combinations you’d expect from a BeamNG vehicle and an innate ability to hit the roughest of BeamNG’s environments – especially v0.27’s Baja-inspired Johnson Valley map.
BeamNG.drive v0.30, new trailers
New trailers have also been added to the game, with the Tilt Deck Trailer and the Enclosed Cargo Trailer now selectable.
Featuring varying lengths, suspension set-ups and connector types (including a gooseneck style attachment as teased previously), these trailers add a little something extra to BeamNG’s towing solution lineup, with the Tilt Deck providing ample stunt opportunities.
BeamNG.drive v0.30, West Coast map expansion
The West Coast map also receives some attention in v0.30 with a whole new island – Spearleaf Island – to explore. The new area features an oil refinery, docks and a lighthouse to explore,
On the mainland, a new steelworks has been built just off the main highway, with underground sections to explore and heavy-duty obstacles to avoid, with a new car dealership and movie lot also added.
BeamNG.drive v0.30, new missions and other additions
As is always the case with a new BeamNG update, expect to see new missions across the West Coast USA, Small Island and Jungle Rock Island maps. We’ve detailed a full list of all the new missions in the changelog below.
Perhaps not the immediate highlight of the new update, but still crucial in terms of realism, is the revision to BeamNG’s ‘Realistic Mode’ gear shifting.
Essentially, the change takes into consideration the length of time players hold onto the shifting buttons, so holding the shift button down longer will instigate a slower gearshift – like what you would do in normal, day-to-day driving.
Quicker pulls will result in sportier gearshifts, and an increased likelihood of transmission damage, with the same theory applying to those using manual H-pattern ‘boxes.
The development team will iterate on this new gearbox model in future updates, to provide more realistic transmission modelling for more of BeamNG’s cars.
Are you excited about BeamNG.drive’s new VR mode and v0.30 content updates? Let us know in the comments below.
BeamNG.drive v0.30 changelog
Vehicles
NEW CONTENT
NEW VEHICLE: Hirochi Aurata
2 seater “Side by Side” UTV built for recreation and entry level racing
Factory and custom configs with a range of specifications, suitable for off-road and racetrack alike
Long travel suspension, two different rollcage styles
3 cylinder engine with factory and aftermarket turbocharged variants
Continuously variable transmission
Selectable 4WD and low-range box, also available with RWD conversion
Two new vehicle-specific wheel styles in two different sizes, with tires to match
NEW TRAILER: Tilt Deck Trailer
Featuring hydraulically operated deck
Available in 3 length variations, few suspension configurations and 2 tongue options (standard and gooseneck)
NEW TRAILER: Enclosed Cargo Trailer
Featuring locking fold-down ramp and a side door
Available with several pre-loaded configurations
Autobello Piccolina
Fixed wrong brake pads on Drag config
Fixed Autobuggy gaining interior camera sound muffling when body is removed
Autobello Stambecco
Fixed diesel engines not drowning in water when not fitted with a snorkel
Bruckell Bastion
Fixed orbit camera being slightly off center
Fixed clock overlapping in Drag Mode
Bruckell Moonhawk
Fixed oil starvation caused by exhaust manifolds and radiator support clipping with frame
Fixed torque dip on 309 CUI V8 engine
Cherrier FCV
Fixed simplified traffic electric variant missing interior carpet
Fixed Vivace simplified traffic trunk being invisible from inside
Civetta Bolide
Added Gooseneck hitch (available under “Spare Tire” slot in 6×4 rear subframe)
Fixed misaligned race 5-lug wheel hubs
Civetta Scintilla
Fixed rear fascia not fully breaking off sometimes with active spoiler equipped
ETK I-Series
Jbeam lightly refreshed
Reduced mesh spiking on rear end and front fenders
Deformation adjustments
More jbeam detail for rear doors and rear seats
ETK K-Series
Tuned torque vectoring behavior
Gavril Bluebuck
Fixed gas struts on both hood and trunk being unbreakable
Gavril D-Series
Added Gooseneck hitch to all D35 configs except “The Beast”
Added tow hitch to Cargo Box & Flatbed Upfit
Increased radiator efficiencies
Fixed camper shell tailgate not breaking properly
Fixed Prerunner gaining interior camera sound muffling when body is removed
Fixed Crew Cab Crawler and Extended Prerunner having 100% interior sound muffling
Gavril H-Series
Added tow hitch to Cargo Box & Flatbed Upfit
Fixed labels of mattress loads appearing 16 meters off to the side
Gavril Roamer
Fixed tailgate window spiking
Hirochi SBR4
Fixed tailgate pop open beams wrong type, causing the tailgate to get dragged behind the car after breaking off
Ibishu 200BX
Jbeam lightly refreshed
Added detachable rear subframe
Reduced mesh spiking on rear end
Deformation adjustments
bishu Covet
Fixed glass particles appearing when they shouldn’t on some configs
Ibishu Hopper
Fixed Crawler gaining interior camera sound muffling when body is removed
Ibishu Pessima (1996)
Fixed one of the police light bars conflicting with grille flashers
Ibishu Pigeon
Fixed some wrong breakGroups causing the hood to not fully break off in collisions
Fixed incorrect beacon light roof attachment
Ibishu Wigeon
Retuned strength of hood and tailgate hinges and latches
Soliad Lansdale
Gear indicator and odometer now turn off with the ignition
Soliad Wendover
Fixed off center camera
Fixed Gambler roof rack mounts not deforming with the roof
SP Rockbasher
Fixed unpainted IFS frame being less stable than the painted variant
Unicycle
Changed UI name to “Walking”
Wentward DT40L
Made engine access panel openable
Trailers
Large Box Utility Trailer
Load position variable moved to correct category, and it now uses meters as the unit
Fixed another ltieraly unplayable typo and grammar in description
Props
Gate prop
Fixed leaking breakGroup, causing the gate hinge to break when the chain was broken apart on high force impacts
Suspension Bridge
Fixed wrong refNodes setup, causing it to spawn at an angle
Fixed wrong camera offset
Cleaned up variables in Tuning section
Road Signs
Added several new variants
Reworked deformation
Fixed frequent clipping through cars after impact
Fixed clipping through ground after detaching
Hay Bales
Reworked Hay Bale Square to allow stacking multiple bales on top of each other
Improved materials on square variant
Shipping Container
Converted doors to the new latch system
Cardboard Box
Fixed console errors
Fixed wrong camera offset
Wheels
Added Dreid C60-D Wheel
Common
Converted ambulance doors to the new latch system
Updated vehicle pricing values to reflect an estimate of the cost of a brand-new vehicle
Moved wind buffering sound location to the front of the vehicle
Reduced exhaust volume of most simplified traffic cars
Fixed inability to use a different light bar on the rollback upfit than on the roof of the vehicle
Levels
EXPANSION: West Coast, USA
Updated West Coast island with new road network and points of interest
Added refinery area on the island
Added dock area on the island
Added port – public area on the island
Added steel factory area
Added new dealership
Set up the movie studio lot
Updated fuel stations with new assets
Updated rocks
East Coast, USA
Fixed collisions issue in industrial area
Common
Gas Stations and Electric Charging Stations now work across all levels. These facilities will now only fill tanks of your vehicle with fuel that is available at the facility. Also improved marker look and interaction logic
Fixed minor bugs in Italy, Industrial, Utah and East Coast
Fixed various material errors
Missions
Added New Missions:
Downtown Rush, Superhighway Sweep on West Coast USA
Mudslide Gladiator on Jungle Rock Island
Small Island Sprint, Downhill Sweep on Small Island
Added New Recovery Options inside missions. Many Mission types now let you flip your car upright or recover back on the road, without needing to restart the mission completely
Minor improvements to some Mission types
All Time Trials that were previously only available from the main menu are now available as missions and have been improved
Improved AI for some AI Race missions
Chase missions can now use a predefined race path for the suspect
Updated previews and thumbnails for some missions
Can no longer start Missions that require you to use your own vehicle if you are not seated in a vehicle
Virtual Reality
We’re excited to introduce a very early and experimental version of VR support. Any VR headset that supports the OpenXR standard (almost all headsets) should work. Performance, stability and polish are not perfect, but we have decided to give you all early access and get your thoughts and feedback as soon as possible, while we continue working on it.
As you might suspect – VR places considerable demands on your computer’s resources. Anticipate substantial hardware requirements and consider scaling back on the graphics detail, amount of traffic, and other settings to ensure a smoother experience.
Highlights include:
Ability to toggle VR on/off at any point (using ctrl + num0, and recenter with ctrl + num5 ; can be customized to any key, steering wheel button, etc)
Ability to choose snap-turn or smooth-turn in cockpit camera and in walking mode (with customizable snap-turn angle in 15º increments for walking mode)
Interactive 3D cockpit switches, doors handles, etc (experimental; requires a VR controller). A customizable option allows your hands to reach far away objects more easily (useful if you have walls, objects, impediments or simply laziness constraining your movement)
Stereoscopic and position-aware mirror reflections
Directional 3D audio
Instant 180º direction change in walking mode when using look-back
Option for ergonomic headset recentering when reclined in your seat or lying down in bed
Customizable size, curvature and height of menus
Support for both regular HMDs and for non-HMDs (such as some head-tracked 3d monitors by Dimenco). The hardware must support the OpenXR standard
Note: to use Windows Mixed Reality headsets, set SteamVR as your default OpenXR runtime (this works around the missing Vulkan support in WMR drivers).
Check Options → Display → VR for more options
You can find additional information and share your feedback in the dedicated forum thread.
Early Preview: Career Mode
With the release of version 0.30, we are incredibly excited to share with you the progress we’ve made on our journey of career mode development. In this update, we’re rolling out a rudimentary tutorial which is designed to establish the essential framework for future expansion of the system. Let us be very clear in that this is not a complete-and-polished tutorial for the game itself but rather an introduction to the core mechanics of the career mode that we plan to build upon in the future.
We would like to reiterate that our commitment to transparency and involving our community in the early stages of development remains unwavering; however, this also means that the early preview will be rough around the edges and the experience will be raw and unpolished. This nuts and bolts, very much WIP version, is only meant to provide the adventurous ones among you with a glimpse into the groundwork we’re laying down. Because we’re constantly refining and improving the system, please be prepared that with upcoming updates, your progress will be lost due to compatibility issues. With this in mind, here are the changes:
New Features:
Tutorial: learn the basics of Career Mode
Vehicle Shopping: Inspect and buy new vehicles, take them for a test drive
The basics of Insurance
Improved Features:
Improved Vehicle Management, Inventory, Parts shopping
You can find additional information and share your feedback in the dedicated forum thread.
Input and Force Feedback
Improved force feedback feel across the board: smaller unwanted oscillations, as well a more consistent and lower force feedback latency
Slight reduction of input latency
Added default configuration for Moza R3 steering wheel base
Added default configuration for PXN V12 Lite steering wheel base and PXN W-DS steering wheel rim
Polished support for Logitech Trueforce, including a new slider that tweaks the maximum frequency value used for vibrotactile forces
Added instructions in Options → Controls → Hardware on how to use pedal force feedback on Simucube Active Pedals (becomes visible when such a pedalset is connected)
Integrated the additional controller notes from the Supported hardware documentation page into the in-game menu of Options → Controls → Hardware. This means those notes are shared between both locations, eliminating the need to locate and visit our documentation website
Improved many of the controller notes, tips and extra information from those aforementioned notes
Added new buttons to Options → Controls → Bindings (scroll down to bottom): these will allow you to reset the configuration of a particular controller back to defaults, rather than forcing you to reset all the connected controllers at once
Reset the configuration of bindings will now show a confirmation dialog before proceeding, to prevent accidentally losing your assigned controls
Implemented minor optimization of keyboard steering assistants
Minor stability improvements to Force Feedback code
Added new input actions to directly set ignition levels
Implemented code-level ability to block certain input sources
UI
Heavily optimized the Options → Controls and Options → FFB menu, improving binding edits speed from around 3 seconds, down to around half a second (depending on the computer)
Improved the Environment → Fog option slider, making it much easier to control the amount (the slider now uses a more appropriate logarithmic scale rather than linear)
Improved intuitiveness of Parts menu, which used to hide the checkbox for automatic application of changes. It will now be greyed out when not clickable
Cleaned up many unused translation texts, for a extremely minor performance improvement
Added new development option to highlight which UI labels are translated correctly, are translated with errors, or are not translated. This option enables automatically when opening the ctrl + U user interface console, and can be tweaked in collapsible panel near the right border (see this post for more info)
The translation system can now handle not only the traditional BBCode, but also extremely basic MarkDown format (italic font, bold font and links)
Updated design of Police Info app
Fixed Parts Manager UI vehicle transparency bug when selecting a part in a couple cases
Fixed some parts of the ‘Select Vehicle’ and ‘Controls’ menu being available only in English language
Fixed misaligned stats labels and some missing grey-out effect in all the Mod Manager tabs
Improved how the Options → Controls menu conveys the cases where no binding has been assigned
Improved the visuals in Options → Other → Motion Sim menu
Removed unreachable buttons shown while the Controls menu is waiting for the user to pick a control to be assigned
Fixed inability of sliders to reach the very maximum value in some cases where more than 3 decimals are used. This might have affected the Tuning menu in some vehicle mods, although we’ve seen no such reports
Fixed missing text from Mod menu that links to Support page
Fixed the Radial Menu displaying “Main Menu” instead
Fixed the ctrl + F metrics creating possible issues with pushed/popped ImGUI widget style options
Fixed incorrect label when failing to upload a support report (was named a ‘crash report’)
Added some missing combustion engine damage types to the “Simple Damage” app
Fixed “low fuel” icon showing app in tacho app when turning ignition off
Updated simple damage app to use translatable strings
Navigation App now supports tiled terrain images. This means that areas that were outside of the main terrainblock can now be displayed correctly on the app. This is currently only implemented on West Coast, USA
Improved issues where the vehicle triggers were shown in situations where they shouldn’t
Fixed some cases where the prompt for starting missions would not open correctly
Added ability to toggle minimum/maximum slider ranges and inclusive/exclusive ranges in Vehicle Config → Debug Beam Visualization Modes
For example, for the “Stress” beam visualization mode, you can view all beams that have a stress value more than a certain minimum value by toggling off the range maximum
Updated translations
Powertrain
Added jbeam option to have electric motors ignore ignition levels
Powertrain now internally exposes ambient temperature and pressure for more performant use
Fixed incorrect visual rotation for shafts with a gear ratio different than 1.0
Added a “generic torque provider” device that can be used for applying externally controlled torques
Added ability to manually position powertrain device relative to parent and children in the powertrain debug app
Fixed an issue where very quickly changing the ignition would not correctly cancel an engine startup attempt
Added ability to limit combustion engine and electric motor output torque
Improved control options for powertrain based hydraulic systems
Fixed CVT behavior sometimes being related to the current framerate
Torque curves of all propulsion devices are now displayed in the UI rather than just those used to drive a vehicle
Fixed combustion engine not reacting correctly to refueling when spawning with an empty fuel tank
Reworked manual shifting and grinding logic
Manual shifting now is using the user input time, how long a shift button is pressed matters now
If a too quick shift is attempted, synchronizer damage happens
Not all gears are necessarily synchronized anymore
Damaged synchronizers have progressive effects on shifting behavior and performance
Exposed hydraulics sound parameters to jbeam
Fixed hydraulic pump not using gear ratios correctly
Improved torque converter lockup logic and automatic shifting behavior. Torque converters will now engage the “lockup clutch” in more gears, and can use “partial lockup” (essentially allowing some slippage of the lockup clutch) to achieve smoother shifting and better torque efficiency
Vehicle Systems
Fixed “Toggle Couplers” only activating a single coupler if more than one exists
Fixed “Toggle Couplers” not correctly detaching couplers if multiple are already attached
Added ability to use more than one electric input for electric hydraulics controller
Fixed issue with older tires when popping them
Fixed combustion engines not always starting up correctly under specific circumstances
Fixed advanced couplers (doors, latches, etc) not correctly breaking after reset if an assigned breakgroup was broken
Fixed N2O button not updating correctly under some circumstances
Improved cruise control accuracy
Fixed incorrect CVT mode options
Fixed some electrics values not being able to be overwritten by couplers
Added an option for silent bypass dampers
Added a trailer feet controller for hydraulics powered feet
Reworked MotionSim support
Fixed update rate depend and acceleration values
Added smoothers for all required outputs
Updated UI to reflect smoother changes
Fixed H-Pattern shifter not following correct movement animation when shifting very quickly
Added a jbeam option to define the minimum gear for automated downshifts in M mode of automatic transmissions, now defaults to 2
Gameplay
Autonomous driving binding (ctrl + shit t+I) will now instantly hand control over to you, rather than stopping first then handing control
Fixed cases where the garage mode could break
Game Engine
Added a new checkbox in Options → Graphics that allows to improve detail when camera is zoomed in (when using very low FOV angles). This will trade some framerate in exchange for improved detail and shadows
Implemented several Vulkan stability improvements (please note that Vulkan is still WIP)
Improved the ctrl + F metrics panel, by showing the potentially achievable framerate if you disabled the external FPS managers (such as V-Sync, FPS Limiter, VR, etc). It also highlights which system is managing the FPS
Fixed animated shapes and reflectors not being smooth beyond 1000 FPS (for example using slow motion, or with very powerful computers)
Fixed issue where trailers with a “gooseneck hitch” were not reset together with the attached vehicle
Fixed some rare issues with the safe teleport if the destination position is slightly underground
Fixed label typo in the header of CSV files exported by Performance Graph menu
Added ability to trigger simple on/off input actions through the beamng: protocol, for example beamng:v1/core_input_actions/onDownUp/pause
Added and Exposed Rectangle Selection of Decal Road Nodes
Added and Exposed debugDrawer drawArrow function
Added fixed license plate for low and very low graphic presets
Fixed game engine getting stuck when displaying a folder in windows explorer in a restricted environment (cloud computing)
added Imgui font RobotoMono on all platforms (used by in-game console and performance graph)
GLTF exporter now embed cooked texture from the game
Optimized drawTri and drawLine functions
Physics
Small physics core optimizations
Improved the stability of the vehicle collision subsystem. This improves the stability of loads on top of flatbeds
Optimized static collisions. The range of speeds without incurring frame drops from static collisions has nearly doubled
Added deformLimitStress attribute to beams. It caps the deformation stress limit of beams
Fixed physics core ray casting subsystem not hitting the default plane at origin without a heightmap
Fixed couplers uncoupling when they hit the ground
Audio
Added “cooldown crackles” to hot engines that have just been turned off. Hot engines and exhaust parts will sound like they are “ticking” or “crackling” while they cool down, especially after spirited driving
Updated FMOD to 2.02.17
Fixed dirt and dusty dirt kickup playing at the same time
Fixed cabin filtering not correctly applying when multiple cars are spawned
Added the ability to overwrite impact sounds on a per-node basis
Added the ability to specify a specific node for the wind sounds
Fixed simple traffic vehicles using incorrect calculations for their tire sounds
Cameras
Added speed-based dynamic pitch camera
Fixed “look back” being offset in orbit camera when having a trailer attached
Fixed various camera issues when reloading Lua while a trailer is attached
Fixed camera issue when playing in multiseat
Replay
Added clarifying note in the Replay menu about compatibility across mods and across updates. In particular, that using a different game version, different activated mods or different mod versions can render a replay unplayable
Slightly tweaked the Replay menu layout
Fixed the vehicle transparency possibly continuing after closing a replay into normal gameplay. This could happen if the replay transparency setting (in Options menu) is modified while playing back a playback
Launcher
Moved the dedicated Vulkan button in Launcher to the main menu, to promote additional testing while we continue stabilizing support for it
Fixed an issue where cleaning up old userfolders could delete the “temp” folder of the current userfolder
Mod Manager
Fixed patterns breaking new mods and using old way of mounting mods
AI & Traffic
Various bug fixes in ScriptAI
Added externalForce parameter to ScriptAI. It uses external forces to push the ScriptAI to more closely follow a script
Added function findBestRoad which uses an alternative method to accurately get the current road by position and direction
Improved chase mode pathfinding and behavior logic
Improved awareness parallel side avoidance
Improved gated road processing logic for the map navgraph
Lane driving will activate (set driveInLane to ‘on’) when vehicle is set to traffic mode
Added function: getInitialSpawnPositionOrientation to ScriptAI. It calculates the initial position (ref node) and orientation (quat) of a vehicle given a script and (optionally) a time offset
Adjusted vehicle spawn position so that vehicle wheels are above ground when vehicle spawns in ScriptAI
AI can receive an explicit point path to follow (with optional speed profile defined on position nodes)
Record ScriptAI with speed profile. Replay ScriptAI using speed profile
Reduced traffic spawning on dirt roads, again
Improved traffic driver random behaviors
Improved headlights logic, especially for tunnels
Traffic can now respawn on racetracks if initially activated while the player is on a racetrack
Police will no longer track certain offenses if the player is on a private road
Improved traffic pooling logic, to prevent cases where vehicles stay invisible or appear suddenly
Implemented traffic pooling respawn probabilities for individual vehicles
Various optimizations for traffic, police, and parking systems
World Editor
Added Resources Checker that allows to check for issues with assets in the levels and vehicles, and helps reducing file size of the content
Fixed Some Settings in Preferences Window Cannot be Changed
Added shortcut legends for Decal Road Editor’s new Functionalities
Fixed Forest Editor Lasso Selection not Showing
Fixed error when opening two camera paths with the same name
Fixed issue where the timing between the last and first marker of a camera path was not customizable
Improved level validator usability
Added preference for debug draw distance (useful for improving performance in modes with many debug draw shapes)
Revised Vehicle Groups Manager, all default vehicle groups are now saved in individual files
Decal Road Editor:
Added Duplicated Street Highlighting
Added Multiple Road and Node Selection
Added Multiple Node Moving and Deletion
Added Rectangle Selection of Nodes on Selected Roads
Added Multiple Road Extending (Multiple Roads can be extended keeping distance between nodes.)
Added Duplication and node insertion for Multiple Roads
Decal Editor:
Added Projection Direction Arrow
Added More Visible Decal Bounding Box
ScriptAI Editor:
To support scenario generation with BeamNG, we developed a new editing tool for designing, processing, and recording the trajectories of vehicles, using ScriptAI, you can find more information in our Documentation website
Flowgraph Editor
Created Camera Look At Position node
Various minor fixes for gameplay specific nodes
NEW: Blender JBeam Editor
Created a JBeam Editor plugin for Blender: https://github.com/BeamNG/Blender-JBeam-Editor
Features:
Create JBeam files with nodes
Import JBeam files
Move nodes
Rename nodes
Add/delete nodes
Undo/redo changes
Export changes directly to JBeam file
Plugin documentation is available here
You can find additional information and share your feedback in the dedicated forum thread.
Vehicle Editor
Created a JBeam Modifier Leaking Visualizer app (shift+f11→ Static Editor → Apps → JBeam Modifier Leaking Visualizer)
Shows the order of the leaking of modifiers from part to part
Left click on a cell with a colored border to access the source of the leak
Right click on a shaded cell to access the JBeam definitions being leaked to
Created a JBeam Typo Checker (EXPERIMENTAL, shift + f11 → Static Editor → Apps → JBeam Spellchecker)
Logs to console JBeam spelling mistakes
Technically the app holds a dictionary of JBeam terms written by hand. And if it doesn’t find the term in the dictionary, it logs it as a “spelling” error. There is no finite list of JBeam terms, so you must interpret the results to determine if they truly are spelling mistakes
Lua
Created new utility module: Terrain Generator. A work in progress, this utility generates a terrain block via raw data or a PNG, all controlled from Lua
Improved inline code documentation for UDP protocols inside their respective .lua files (outgauge.lua, outsim.lua, motionsim.lua), as well as in our protocols documentation page
Fixed the in-game console commands history not being kept after major game updates
Added support to send USB HID packets to a particular device via getHIDDeviceName() and sendHIDPacket() gelua APIs. Can be useful for modders to control non-standard inputs and outputs of custom USB devices
Converted all code that used bullettime module, to simAuthority. The previous module name was already only a mod retro-compatibility layer, which will be phased out in the future, so we advice modders to adopt the new naming
Fixed reset behavior of exponentialT smoother
Damage tracker now has the ability to work with temporary damage
Added obj:isCollidingWithObject() to vehicle Lua. It returns if a collision has happened with another vehicle/object since the previous graphics frame
Added obj:getNodeForceVectorXYZ(nodeId) to vehicle Lua. It returns the three components of the force vector on a node
Fixed obj:getNodeForceVectorNonInertialXYZ(nodeId) to return the three components of the force vector instead of a vec3
Fixed obj:getFrontPositionRelative and obj:getOriginalFrontPositionRelative
Added support for vec3 and quat to MessagePack.lua
Optimized MessagePack.lua to use LuaJIT’s string buffers
Added vec3:triangleClosestPoint
Added electrics.stop_turn_signals() function. It stops all turn signals
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