Changelog/0.26.x

This is the changelog of the BeamNG.drive alpha versions released in September and October 2022. Returning to the norm on one side of the picture, the **Ibishu Covet is the next vehicle to receive refreshments**, including the typical geometry and texture revamps that bring increased visual fidelity and physical competency to the inaugural class automobile. Among the most ambitious changes to the old hatchback is the introduction of a **Japanese-specification model in right-hand drive**, also featuring localized styling cues and customization options. And speaking of customization, some high-performance models are equipped with **mid-engine drivetrain layouts and widebody kits** to bring out the performance edge this little rally zoomer had long been aching for. **All principal hinged panels can open and shut** on this car, so say goodbye to forcibly ripping them away just to peek beneath the hood. (You can still do that, whether by force of habit or by the desire to destroy.) Not only do they open and close normally, they also stop swinging if they come into contact with a rigid object along the way.

On the broader side of vehicle updates, ever heard of that ticking number indicator on your dashboard that slowly goes up as you drive? Well, **that exists now: the odometer** increments statically with the rate of velocity of the vehicle. On older cars, the value of distance in tenths of miles is shown (usually in a white box), while on newer models or those with digital instruments, including the Soliad Wendover, this is usually shown as an integer value. The mileage is preserved upon resetting the vehicle, but hard-reloading or replacing vehicles will reset the odometer back to zero. Cars equipped with manual transmissions have **animated shift levers** that move into their proper orientation with each upshift or downshift. Currently the Gavril T-Series is the sole exception. Cars with roof carry bars have a new special storage compartment attachment, **the BeamBox**, a hollow case that can contain various luggage items within. A couple of cars are catching up with Materials v1.5 in this update, receiving PBR interior materials. The Civetta Scintilla, which already had functioning doors, also received the further improvements to doors as depicted on the Covet. Four new types of wheels for cars and four new props for fun round out the notable vehicle-specific updates.

Several locations were given improved PBR greenery for enhanced realism, but the biggest strides came on Italy and West Coast, USA which, though not necessarily remastered, were retrofitted with the PBR treatment all around and given an assortment of improvements and fixes. WCA in particular received a new garage site as well, near one of the petrol stations just outside the City of Belasco. Transitioning toward gameplay elements, a bundle of new missions were added to some maps, and missions can now earn the player **Stars as opposed to medals**, and more Stars can be earned for a given number of points as defined in the mission, instead of just one medal. In the circular menu, a new "fun stuff" option, the **force field**, can be activated to repel objects from the player as they drive. Keyboard and gamepad users might happen to benefit from the newest integrated controller, the **Understeer Assistant**, coded to help maintain cornering grip at speed, including forcing an acute turning trajectory at higher speeds.

On the physics side, **hydraulic pump systems are being overhauled**, much like the powertrain enhancements in update 0.8. Being now a subset of the powertrain itself, the hydraulics simulation is being expanded to implement realistic hydraulic pump effects and components. The current implementation is considered a preview, and the Gavril T75 Dump Bed Upfit is the test subject of the new system. The traffic system received two significant updates, including a **simplified physics option** which is computationally less demanding and can allow more traffic vehicles to be present at once, at the expense of physical accuracy. Cars can now also be seen **stationary in parking lots at random** and can be crashed into just like any other car. A new dedicated and adjustable **motion blur post-effect** was added that emulates the linear fuzzing of zooming past objects, and lastly – beside all the smaller improvements and bug fixes – a new experimental version of the **vehicle editor** is available for you to try out. Although it is launched via the World Editor, it is its own separate module and allows you to debug components of your vehicles, and is slated to provide even greater functionality with future releases.

* Ibishu Covet remaster:
	+ All new revamped graphics, new textures, tweaked body proportions and body deformations
	+ New mid-engine RWD model:
		- Reworked Engine and Transmission
		- Unique setup - engine in the middle of the car
		- Based on the old rally style cars
	+ New body kit
	+ Openable hood, doors, tailgate, and animated shifter
	+ Right and Left-hand drive versions
	+ Fully stripped, collidable interior
	+ New mid-engine “MR Turbo” version
	+ JDM models with RHD dashboards and different light setups
	+ New Series II models
	+ Redesigned suspension geometry
	+ Various new configs, skins and parts
* Autobello Piccolina: Fixed collision fighting between body and rear fender after a crash
* Bruckell Bastion:
	+ Added swaybar end limiters to prevent them from swinging around freely once the drop link breaks
	+ Fixed certain rear wheels breaking off on vehicle spawn
	+ Fixed slight collision fighting between rear door and c-pillar
	+ Reduced engine bass when using v6 with race exhaust
* Bruckell Moonhawk:
	+ Updated Interior materials to PBR
	+ Updated “Donk” config with pink custom interior
* Civetta Bolide: Adjusted aero and suspension setups
* Civetta Scintilla: Converted to improved door systems
* ETK 800 Series and K-Series:
	+ Added option to remove front inner fenders
	+ Fixed rear differential ratio tuning increments
* Gavril Barstow: Updated Interior materials to PBR
* Gavril Bluebuck: Adjusted frame torsionBar damping/deform
* Gavril D-Series, H-Series and Roamer:
	+ Improved alignment of front and rear animated driveshaft props
	+ Adjusted frame torsionBar damping/deform
* Gavril Grand Marshal: Remastered lights
* Gavril T-Series: Revamped the remaining lightbar on ‘T65 Car Hauler’
* Hirochi SBR4: Adjusted suspension setups
* Ibishu 200BX:
	+ Updated interior materials to PBR
	+ New Interior color options: beige and black
	+ Fixed collision fighting between stock rear bumper and wide-body kit
	+ Fixed front subframe self collision issue
	+ Fixed rear suspension instability with some wheels
* Ibishu Miramar: Updated “Drift” config
* 1988 Ibishu Pessima:
	+ Remastered lights
	+ New spoiler for GTz models
* Props:
	+ Added Delineator Post
	+ Added Large Tires
	+ Added Plastic Barrier
	+ Haybale: Added round silage bale variant
	+ Remastered Barrier texture
* Common:
	+ Added odometers
	+ Added animated manual shifters to all manual cars besides T-series
	+ Added sequential shifters to all cars with sequential transmissions
	+ Wheels:
		- Added “Wangan-TZ” Wheels
		- Added “Ibishu Turbo” Wheels
		- Added “Ibishu Type-F” Wheels
		- Added “Ibishu Type RS” Wheels
		- Fixed mesh offset issues with 16x9 wheels
	+ Added roof bar loads
	+ Added BeamBox with configurable load:
	+ Suitcases
	+ Backpacks
	+ Added underglow as a dedicated input action
	+ Removed non-fitting impact sounds from ball prop

	+ Foliage PBR updated and enhanced
	+ Fixed groundcover settings
	+ Improved terrain depth map
* East Coast, USA:
	+ Foliage PBR updated and enhanced
	+ Improved terrain depth map
	+ Fixed groundcover settings
	+ Fixed strange behaviors on some AI roads
	+ Fixed terrain in fishing village
	+ Fixed floating trash in the town
* ETK Driver Experience Center:
	+ Foliage PBR updated and enhanced
	+ Fixed groundcover settings
* Garage: Added back and front lights to better illuminate long vehicles
* Hirochi Raceway:
	+ Fixed soft collision issues
	+ PBR foliage updated and enhanced
	+ Fixed groundcover settings
* Industrial Site:
	+ Foliage PBR updated and enhanced
	+ Fixed groundcover settings
* Italy:
	+ Foliage PBR updated and enhanced
	+ Decalroads PBR updated
	+ All asphalt roads
	+ All dirt roads
	+ Terrain PBR updated
	+ Main port base issues fixed, PBR updated and enhanced
	+ Groundcover enhanced
	+ Fixed groundcover settings
	+ Improved terrain depth map
	+ Fixed several broken AI roads by the port
	+ Fixed Villa pave collision groundmodel issue
	+ Updated road lines and road markings decalroads to PBR
	+ Corrected bridge textures
	+ Added a city cubemap for reflective surfaces
	+ Fixed decalroads in port area
	+ Fixed several misplaced billboard positions
* Jungle Rock Island:
	+ Foliage PBR updated and enhanced
	+ Fixed groundcover settings
	+ Fixed uneven terrain issue
* Small Island:
	+ Foliage PBR updated and enhanced
	+ Fixed groundcover settings
	+ Corrected broken UVs on the highway bridges, tunnel and offramp
	+ Fixed several AI decalroad issues
	+ Fixed groundcover settings for small rocks
* Utah:
	+ Foliage PBR updated and enhanced
	+ Fixed groundcover settings
	+ Fixed floating rocks
* West Coast, USA:
	+ Foliage PBR updated and enhanced
	+ Decalroads PBR updated
	+ All dirt roads
	+ Updated road lines and road markings decalroads to PBR
	+ Terrain PBR updated
	+ Fixed decalroad fades
	+ Added new asphalt patch materials
	+ Many small improvements to road edges
	+ Smoothed out many rough terrain areas
	+ Added new PBR skid marks and road variation textures
	+ Added new barrier models for missions and time trials
	+ Added new curb ramps for missions and time trials
	+ Added new garage building
	+ Added new garage-specific props
* Common:
	+ Updated old decals related to terrain/road to PBR in all maps but Automation
	+ Updated concrete barriers
	+ Updated Showroom level with a new area, improved lighting
	+ Increased firs LODs distances in some maps
	+ Increased shear strength of some groundmodels with depth

Scenarios:
* *Senseless Destruction* campaign: Reduced the number of fixed camera angles and replaced them with regular cameras

Input and Force Feedback:
* Added ability to customize a secondary smoothing parameter for Force Feedback. This parameter was automatically calculated in the past, but now power users can tweak it manually
* Fixed input system loading all bindings twice on game startup, game load time should be slightly improved
* Improved the visual consistency of the Options → Controls → Force Feedback menu
* Added a new warning when choosing a Force Feedback ‘Update Rate Limit’ value that is potentially too high for the current steering wheel. It will now be shown not just in the logs, but also in Options → Controls → Force Feedback → Performance Tips
* Fixed several elements not updating in real time under the Options → Controls → Force Feedback
* Improved the tooltip describing ‘Update Rate Limit’ option in Options → Controls → Force Feedback → edit binding menu
* Improved the text shown when adding a new binding
* Adjusted default button layout for SimXperience Accu-Force wheel
* Started removal process of the TorqueScript context for input actions
	+ Mods still using TorqueScript code will be logging warnings. In addition, action’s default context has changed from TS to eLua.
	+ Future updates will drop support for TorqueScript-based input actions, so we advice modders to port them before this code cleanup arrives

Traffic
* Added parking system, which enables parked cars in levels! Currently active for: Utah, Italy, ECA, West Coast USA
* Added gameplay settings for parked and simple vehicles
* Added gameplay setting to enable traffic loading while the level is loading
* Changed logic and functionality of multi-spawn system
* Fixed issues with vehicle pooling'

Artificial Intelligence:
* Added basic side avoidance
* Added a function to calculate vehicle WheelBase
* Fixed traffic AI horn getting stuck in some cases
* AI navigation graph improvements/corrections in West Coast USA

Gameplay:
* Added a new Understeer Assistant which limits excessive steering input in order to maximize cornering grip. Specially useful for people driving with a keyboard, or who are used to applying full steering with their gamepad
	+ The assistant may intentionally allow understeering on loose surfaces in order to maximize your grip
	+ We ship a conservative 75% strength by default which is okay for most vehicles and mods, but you may want to try other values
* Improved the high-speed steering assistant: it will no longer cap the steering angle, but instead it will reduce the steering speed
* Improved behavior of driving assistants during standstill burnouts and when driving aggressively on top of a moving platform (such as drifting on top of an aircraft-carrier that is traveling at speed)
* The new driving assistants will now be enabled by default for non-wheel devices. This can be turned off permanently in Options → Gameplay → Assistants
* Improved the range of available slowmotion speeds. The most extreme values can be useful for modders to debug/optimize their vehicles.
* Fixed render bug in the ‘racetrack’ style in the Track Builder. Fixed incorrect camber angle of the side curb
* Fixed inability to Freeroam when accessing Garage level from Freeroam menu (it used to limit the functionality by activating Garage mode)
* Added exclusive beam visualization modes from World Editor/Vehicle Editor Imgui apps to regular beam debugging (e.g. CTRL+B)
	+ Beam Spring
	+ Beam Damp
	+ Beam Strength
	+ Damp Cutoff Hz
	+ Deform Limit Expansion
* Added Force Field in the fun stuff section of the radial menu

	+ Each Star represents a challenge for the mission
	+ Missions can have any number of Stars you can achieve
	+ Stars are based on the mission type
	+ This replaces medals in mission types that previously had medals
	+ Stars can be configured in their own tab in the Mission Editor
* Crawl missions are now point-based. Drive without infractions and get the highest score!
		- Added *Through Town* AI race
		- Added *Production Car Trials A* crawl mission
		- Added *Production Car Trials B* crawl mission
		- Added *Lakeside View* Longjump mission
	+ Industrial Site:
		- Added *Industrial Loop* AI race
		- Added *RallyCross Oval* AI race
		- Added *Industrial Rally Stage* time trial
	+ Small Island, USA: Added *Car Trials* crawl mission
	+ Italy:
		- Added *Cliffhanger* crawl mission
		- Added *Over La Città* Longjump mission
	+ West Coast, USA: Added *Helter Skelter* crawl mission
	+ Utah, USA: Added *Heavy Driving Work* crawl mission
	+ Driver Training: Added *Circle Race* AI race
	+ Hirochi Raceway:
		- Added three AI races, one for each track configuration
		- Added *Pro Drift Stage* drift mission
		- Added *Over the Sign* Longjump mission
	+ Automation Test Track: Added *Dam Hopper* Longjump mission
* Fixed various minor issues with many missions.
* Added automatic Time-of-Day setup for missions.

Powertrain:
* Realistic hydraulics system – preview feature:
	+ Ties into existing powertrain to draw power from engines and motors
	+ Simulates pumps, accumulators, valves and cylinders
	+ Supports different types of pumps and valve centers
	+ Accurately takes real world hydraulic properties of pumps and cylinders into consideration
	+ Can also be used to create small hydraulic pumps that are driven by electric motors
	+ Currently used on the Semi truck’s dump bed and rollback upfit
	+ To be extended in the future
* Fixed an issue with deflating tires of older content
* Improved fidelity of gear whine systems
* Fixed piston ring oil leaks when the engine wasn’t turning
* Added support for non-wheel rotators with brakes
* Added specific differential type “dually” for dual tire setups
* Manual gearbox now also exposes its current gear index during shifting
* Added ability to scale electric motor torque output from code
* Improved powertrain layout detection for automated performance data measurement

Controller:
* Implemented support for shifter prop animation
	+ H-Pattern & sequential shifters now move correctly based on the selected gear/user input
	+ Linear shifters can now define their own layout
	+ Supported shifters emit sounds while moving
	+ Animation speed and sound intensity of H-Pattern shifters vary based on driving aggression
* Implemented advanced coupler functionality for doors, hatches and other moving panels
	+ New system that handles all sorts of moving panels (doors, hoods, trunks, etc…)
	+ Can emit sounds for opening and closing things
	+ More realistic user interaction by emulating how a human would use a given movable piece
	+ Currently used on the Scintilla and remastered Covet, to be added to other existing and new content in the future
* Improved Two-Step-Limiter triggering on keyboards
* Implemented back-end support for odometer tracking
* Input aggression for axis-based input devices now defaults to 0
* Improved Unicycle/Walking mode ground detection and jumping ability
* Added some supplementary controllers for better hydraulics integration
* Added a controller template for easier custom controller creation

User Interface:
* Added `isAuxiliary` system for levels, vehicles and vehicle parts. This will, by default, hide content intended to be accessed for development purposes only (such as simplified traffic car parts). The default behavior can be toggled using the appropriate checkboxes “Include auxiliary debug content”, available in Parts Manager, Vehicle Selector and Level Selector
* Overview Map: Fixed possible wrong camera state when spamming the M key on low fps
* Apps:
	+ Revamped the “UI Apps” menu with better location of buttons and fewer clicks required for common operations
	+ Added risk (aggression) setting to the Traffic app, which applies to all traffic vehicles
	+ Added new UI app “Generic Graph (Simple)”, which allows plotting several values, each with its own scale. Useful for debugging/modding purposes. Can be used through the `graphapp()` Lua function
	+ Improved visibility of the trail line in G-Force UI app
	+ Removed several development-only internal UI apps that are no longer needed nor working
* Parts Manager:
	+ Fixed Parts Manager menu incorrectly displaying the current license plate
	+ Fixed Parts Manager license plate widget not honoring the ‘Apply changes automatically’ checkbox
	+ Revamped layout of the bottom area of Parts Manager menu
* Vehicle Selector:
	+ Moved the filter reset buttons of Vehicle Selector, from the bottom to the top of right-side column
	+ Moved and renamed the Options → User Interface → “Show custom vehicles in vehicle selector” checkbox to the Vehicle selector menu itself
	+ Fixed the filter reset buttons of Vehicle Selector not applying correctly
	+ Fixed vehicle management buttons of Vehicle Selector being inside the Filters section, rather than outside (above)
* Cleanup of Options → Graphics menu
* Added informative tip when any graphics option won’t work due to having chosen a too low Lighting Quality
* Cleanup of Options → Controls → Hardware menu
* Fixed Garage menu hiding lots of vehicles types (including most vehicle mods)
* Fixed some UI layouts attempting to spawn certain UI app that no longer exists
* Fixed inconsistent UI messages when changing powertrain device states
* Fixed unrelated coupler visualization showing up when trying to couple a different vehicle
* Added translation support that was missing for several texts in the Options → Controls menu
* Updated translations
* Vehicle Config → Debug UI:
	+ Updated to accommodate the new beam visualization modes
	+ Got rid of old defunct debug sections
* Logs:
	+ Added extra debug logs to help nail down some performance issues we’ve noticed when opening the Vehicle Selector menu if you are using Windows Defender
	+ Fixed some UI messages being partially cut in the logs

Audio:
* Added new option to keep audio active when BeamNG.drive window is not focused. Can be toggled under Options → Audio
* Added audio support for gear shifts
* Added audio support for opening and closing doors, hoods and trunks
* Added supercharger\_05 event
* Added dusty dirt surface type
* Added depth sample to gravel surface roll
* Added new generic suspension compression samples, with new curve resulting in a more responsive sound which has less bass frequencies with smaller impulses
* FMOD has more direct control over transmission volume fade-ins; straight cut gears are now more audible at low RPM; tweaks made to transmission jbeam(s) to reflect these changes
* Engine events now have automated maximum distance attenuation based on muffling; with separate roll off curves for muffled/unmuffled
* Re-organized loose roll and skid RTPC values in Lua to allow for more unique surface types
* Implemented tweaks to depth control for surfaces
* Improved triggering of horns
* Improved UI sounds
* Improved interior sounds
* Improved sound source generation for various sounds, to happen asynchronously on demand
* Fixed missing ambient audio in Utah
* Fixed a number of engine jbeams that had missing or incorrect exhaust events for afterfire
* Fixed Garage Mode accumulating several audio events each time you test-drive the vehicle

Launcher: Fixed an error if the drive used by the userpath is removed
Replay:
* Fixed ‘Replay’ menu not showing the ‘Stop’ button if a file is currently opened for playback
* Fixed replay system requiring two clicks to resume playback after seeking to a different time
* Fixed some tooltips staying on top of buttons in the ‘Replay’ UI app
* Fixed some crashes and undesired behaviors if switching map while using the replay system
* Fixed broken link in ‘Replay’ menu

Rendering:
* Added Motion blur
* Improved cases where vehicle’s transparent materials where rendered in the wrong order
* Fixed several issues with terrain Materials 1.5
* Fixed an issue that was causing black imposters when shapes use Materials 1.5

Physics:
* When latching couplers, instead of ignoring new latch commands, we unlatch and then latch again
* Improved how node `frictionCoef` and `slidingFrictionCoef`, node properties affect groundmodel physics
* Added mail box based communication functionality. It allows send-in to a mailbox kept in the physics core, which is accessible by vehicles. Use `be:sendToMailBox(mboxName, data)` on the game Lua side and `obj:getLastMailbox(mboxName)` on the vehicle Lua side
* Fixed asynchronous sound sources creation. It now allows to create a sound source asynchronously and update the parameters of it in the same frame
* Fixed walking mode’s node grabber not working in large maps, on the physics core side
* Fixed wheel contact tracking: this fixes some issues when walking and jumping on top of a vehicle, and also improves the behavior of some driving assistants
* Fixed objects sliding down surfaces with fluid groundmodels and they touch the solid ground below the fluid

	+ Added nodes for parking subsystem
	+ Improved usage of the following nodes: Spawn Vehicle, Vehicle Selector, Single Marker
* Fixed an issue where vehicle color was lost after a CTRL+R reload
* Increased Forest Editor Tool working distance and added tool working distance option
* Added option to use the last object selected as the reference object for grid snapping
* Added new option for grid snap spacing
* Enabled the use of all vehicle types for the Vehicle Groups Manager
* Improved mouse usability for the Sites tool
* Fixed an issue where Sites Editor continued to work even when it is not active
* Fixed `CreateDrag` error when creating parking spots
* Fixed an issue where newly created Terrain files (`.ter`) get saved in the parent folder rather than the current level’s folder

Vehicle Editor – Experimental Feature:
* Added new Vehicle Editor, now it runs in its own “headless” mode instead of being part of the World Editor (can be accessed through World Editor → Window → Experimental → Vehicle Editor)
* Cleaned up old stuff including removing old defunct apps and fixing up other old apps
* New apps:
	+ Lights Debug
	+ Prop Transformer
	+ JBeam Picker
	+ JBeam Table Visualizer
	+ Part Editor
	+ Scene Views

Game Engine:
* Revamped internals of the settings system: many settings are now stored in JSON format. Some of the old INI settings are outdated and won’t be used any more. For more information see this announcement
* Fixed how the game determines window resolution
* Fixed a memory bug when using certain mods. The game would attempt to use terabytes of RAM, and consequently crash
* Optimized loading of the first vehicle when test-driving a car from Garage mode, as well as when loading a replay - it will now load twice as fast
* Revamped screenshot system backend: most images will now be stored in lossless PNG format, except when it can affect game performance (such as the vehicle thumbnail generator)
* Fixed screenshot-related hotkeys behaving differently than the respective Photo Mode menu buttons
* Implemented Discord Rich presence, it’s turned off by default
* Added a more intuitive error window when BeamNG.drive cannot launch if the game was already running
* Fixed Node Grabber being glitchy when trying to decouple nodes
* Optimized and added new functionalities for JBeam props to set base translation and base rotation in JBeam/world space
* Fixed delay in `setMeshAlpha`
* Logs:
	+ Added extra logs when some sounds cannot be initialized (helpful for modders while tweaking vehicle audio)
	+ Improved the error logs shown when a mod author creates vehicles using an unrecognized folder structure
	+ Improved the error logs shown when JSON files cannot be parsed by the game engine
	+ Fixed logging system being unable to use ‘Full’ log format (it was only able to use ‘Simple’ format)
	+ Fixed logging system showing Debug level messages from the console window on the first game run, instead of hiding them

Lua:
* Fixed vehicle-lua often ignoring setting defaults on the first game run
* Fixed vehicle-lua ignoring changes to settings until the next time the vehicle is fully reloaded
* Renamed `queueObjectLua()` function to `be:queueObjectLua()`
* Improved Lua API consistency: many ‘unserialize’ functions are now ‘deserialize’
* Added extra debug logs when a mod author tries to run LUA code in a vehicle that no longer exists (they used to be silently dropped)
* Implemented ability to load and unload controllers at runtime via code
* Added ability to fetch configuration data of Driving Dynamics Systems from code
* Exposed more drivemode data via code interfaces
* When spawning vehicles from code, the default ignition state user preference can be overwritten
* Exposed transbrake state via gameplay interface
* Vehicle acceleration measurements are now available in the electrics by default
* Added `MatrixF:setFromQuatF(QuatF)`, `MatrixF:toQuatF()`, `QuatF:toEuler()`
	+ Big reminder that `MatrixF` and `QuatF` euler forms are NOT compatible!
* Added methods:
	+ `PhysicsProp:setBaseTranslationGlobal()`
	+ `PhysicsProp:setBaseTranslationGlobalElastic()`
	+ `PhysicsProp:setBaseTranslationGlobalRigid()`
	+ `PhysicsProp:getBaseTranslationGlobal()`
	+ `PhysicsProp:getBaseRotationGlobal()`
	+ `PhysicsProp:getBaseRotationGlobalQuat()`
	+ `PhysicsProp:getLiveTransformWorld()`
* Refactored action filters. If an action group is removed from the filter list, it wont unblock actions that are still blocked by other active groups
* Added attaching energy and attaching speed, to vehicle Lua `onCouplerAttached` callback. They report the energy and speed at the time of attaching of the coupler
* Added `obj:getObjectDirectionVector(objId)` and `obj:getObjectDirectionVectorUp(objId)` functions to vehicle Lua
* Added `obj:getSimTime()` function to vehicle Lua
* Added `lpack.encodeBin(data)` function. It serialized the data using a binary serialization that is 2x faster than lpack.encode
* Improved map transmission from game engine to vehicles to use mailboxes and binary lpack serialization
* Added tracking and hooks for parking subsystem
* Added hook for `onPlayerCameraReady`, which triggers after the player and camera are created but before the default loading screen fade out is called
* Beginning of TorqueScript deprecation (removal) - major transition of startup flow from TorqueScript to Lua:
	+ Removed PostFx Manager button from Graphics Settings
	+ Ported `toggleFullscreen` function to Lua
	+ Deprecated TorqueScript function - `ToggleConsole`
	+ Deprecated TorqueScript function - `clear_console`
	+ Deprecated old TorqueScript GUI
	+ Switched postFx settings file format from CS to JSON
* Added 3d Point k-d tree
* Added 2d Box k-d tree
* Added 3d Box k-d tree

	+ `baseTranslationGlobal` (sets the `baseTranslation` of the prop in vehicle/JBeam coordinates)
	+ `baseTranslationGlobalElastic` (same as `baseTranslationGlobal` but allows prop to maintain certain proportional distance from ref nodes as they stretch or compress)
	+ `baseTranslationGlobalRigid` (same as `baseTranslationGlobal` but prop becomes fixed a certain distance away from ref nodes)
 **0.26.1** | **22 September 2022** | Vehicles:
* Common:
	+ Implemented ability to spawn vehicles with their engine turned off
	+ Added settings for default engine ignition state when spawning vehicles
* Civetta Scintilla: Fixed doors not closing on race variants
* ETK K-Series: Fixed incorrect suspension event name
* Gavril Roamer: Fixed missing clutch pedal
* Hirochi Sunburst:
	+ Fixed broken DCT shifter animation
	+ Fixed incorrect suspension event name
* Ibishu Covet:
	+ Fixed broken Front engine RHD race interior
	+ Fixed instabilities with steering
	+ Fixed missing geometry on MR Turbo side skirts
	+ Fixed left front turn signal activating with the right one
	+ Made "GTz Factory Graphics" skin compatible with Series II fascia
	+ Fixed piping for the headlight intake
	+ Updated brakes on "Runner (M)" config

Levels:
* Italy: Fixed a hole in port
* Utah:
	+ Removed grass that was sticking through the road on a bridge
	+ Fixed flipped normals on large rocky terrain texture
	+ Fixed cDAE error with pebble
* West Coast, USA:
	+ Improved intersection at large bridge mainland entrance/exit
	+ Fixed broken 16-bit texture on palm trees

Missions:
* Fixed Stars not showing properly for Freeroam-Missions
* Garage2Garage Delivery:
	+ Moved "Next Delivery" button to the far left and made it focus automatically
	+ Fixed Stars not being awarded correctly

Gameplay:
* Fixed an issue with the Understeer Reduction Assistant that was causing the Covet variant "The Skidplate" unable to steer. This should probably fix other mods that also use non-standard objects instead of wheels
* Fixed inability to use Understeer Assistant in bindings using the 'Wheel(Direct)' filter (for example people steering with the mouse)
* Fixed the steering sometimes reacting slower than usual right after disabling Understeer Reduction Assistant and until the vehicle is replaced or reloaded
* Reintroduced the old 'Limit steering at high-speed' assistant (disabled by default)
* All these assistants now behave independently from the speed option selected for the Oversteer Reduction Assistant

Traffic: Parked vehicles are now enabled by default. A total of 5 parked cars are used - this can be increased in the Options > Gameplay menu
User Interface:
* Renamed "Include standalone .PC configurations" to "Include *custom* .PC configurations" in the options menu to reduce confusion
* Fixed certain warning messages that reappear on the top-right corner even after clicking to hide them
* Improved visuals of the "Steering" UI app: the assistance amount is now shown in white (instead of light orange), and assistant indicator dots have been rearranged
* Overview map: Fixed an issue where the menu selection wasn't working with the controller right after selecting a mission
* Quick Access app: Fixed a bug that was preventing vehicle switch button from working if simple traffic is used
* Updated official translations

Game Engine: Fixed some crashes caused/triggered by some vehicles mods
Jbeam:
* Fixed jbeam variable subsystem not correctly overwriting parent variables
* Fixed jbeam expression parser subsystem missing certain math functions (e.g. `sqrt`)

Lua:
* Fixed mods being unable to save new settings. Now a warning about the non-standard setting will be shown in logs, while the value is stored normally (as in previous versions)
* Fixed multispawn system forcing ignition state for all vehicles
 **0.26.2** | **18 October 2022** | Vehicles:
* Bruckell Moonhawk: Fixed normals on interior materials
* Civetta Scintilla: Fixed pyrotechnic charges not working correctly due to the latest door system changes
* Ibishu 200BX: Fixed variables on rear race struts
* 1988 Ibishu Pessima:
	+ Improved flares and taillight aim
	+ Added 3rd brake light to GTz Spoiler
	+ Fixed normals on fog lights
* Common:
	+ Improved player vehicle low speed behavior
	+ Improved player vehicle behavior in sand and other deep non-water surfaces
* Props:
	+ Fixed roller prop not adjusting to nearest car
	+ Added missing configuration thumbnail to the Wood Crate
	+ Increased strength on Large Tires

Levels:
* Hirochi Raceway: Fixed terrain popping from asphalt
* Italy:
	+ Fixed hole in bridge
	+ Fixed decalroad and terrain in mountain village
	+ Fixed terrain in villa entrance path
	+ Stitched road to port base
* West Coast, USA: Implemented navigraph improvements

User Interface:
* Overview Map: Fixed an issue where UI wasn't selectable with the controller right after choosing a mission
* Updated official translations

Gameplay:
* Fixed the abnormally slow counter-steering response when Understeer Reduction Assistant is enabled - it will now be easier to consistently catch and maintain drifts
* Force Field:
	+ Fixed an issue where the notification sometimes didn’t appear
	+ For modders: Added functions `extensions.gameplay_forceField.setForceMultiplier` and `extensions.gameplay_forceField.getForceMultiplier` to change the force of the force field

Missions: Fixed an issue that prevented mission creation due to a bug in the Mission Editor
Game Engine:
* Fixed an issue where sites (for example parking spots) were not loaded for mod levels
* Fixed `prop:getBaseRotation` returning a wrong value

Artificial Intelligence:
* Improved lane decision logic when merging for a one-way single lane to a one-way multilane road
* Improved lane decision logic when transitioning from a one-way road to a two-way road
* Fixed a bug that was throwing errors in some cases when in span mode

Traffic:
* Fixed multiple logic issues with police
* Fixed police cooldown logic after arrests
* Fixed a case of traffic not spawning anymore during police evasions
* Fixed police data not getting cleared when the level is unloaded
* Fixed traffic lights not working after certain scenarios are loaded

Audio: Added default value of 0.01 to suspension noise filter for all suspension types, this will prevent/reduce suspension "noise" at very low speed
Lua:
* Fixed object map positions not updating if tracking is not enabled
* Map: Guard against zero values returned from `be:getTerrainDrivability`

World Editor:
* Fixed a case of wrong data format that can possibly happen when saving parking spots with the Sites Tool
* Fixed difficulty variable in Race/Path Tool
* Flowgraph: Fixed missing color table check for Spawn Vehicle node

Misc: Fixed an issue that was preventing diagnostic files to be sent via support tool