Changelog/0.20.x

This is the changelog of the BeamNG.drive alpha versions 0.20 released during August 2020. This series of updates coincides with the **third and final step in the Gavril Roamer remaster**, and also features **new river flow physics** and a **revamped Industrial Site map**. Some other slated content, namely the West Coast, USA renovation, a Gavril Crawler and Pre-Runner, and further updates to the D-Series and H-Series as well as a rumored Civetta Bolide remaster did not make it to update 0.20, though this content may appear in subsequent updates.

* Autobello Piccolina:
	+ Separated glass panes into individual parts
	+ Decreased brake torque of front disc brakes, fixed missing handbrake sound
* Bruckell LeGran:
	+ Separated glass panes into individual parts
	+ Interior door panels now have weight
	+ Fixed self collision issue with luggage rack
* Bruckell Moonhawk: Interior door panels now have weight
* Burnside Special:
	+ Fixed Chopped and Channeled body visually clipping into the frame
	+ Fixed Chopped and Channeled body driver camera attaching to the frame, making the body unable to fully detach
	+ Added removable interior door panels with weight
* Cherrier Vivace:
	+ Fixed stability issues when removing shocks and coilovers
	+ Fixed rear race coilovers breaking on jumps, increased radiator effectiveness
	+ Added ultra radiator for race versions
	+ Improved halfshaft and suspension meshes
	+ Fixed ride height issues with heavier diesel engines
	+ Disabled post-crash automatic brakes and flashing brake lights on race configurations
	+ Adjusted misaligned text on Gendarmerie skin
	+ Added a bit of “over-boost” in Arsenic mode
* Dryvan Trailer: Fixed slot issue with rear loading ramp
* ETK 800 Series:
	+ Separated glass panes into individual parts
	+ Interior door panels now have weight
	+ Moved roof parts to their own file
* ETK I-Series: Interior door panels now have weight
* ETK K-Series:
	+ Separated glass panes into individual parts
	+ Fixed missing transmission type from “Highway Police” configuration
	+ Adjusted position of front bumper’s police led lights
* Gavril Barstow:
	+ Replaced old engine and engine bay meshes with new Classic V8
	+ Fixed instability in 4-link rear suspension using certain wheels/tuning values
	+ Interior door panels now have weight
	+ Fixed issue self collision issue with subframe
	+ Tweaked shift points of 4 and 5 speed manual transmissions
* Gavril Bluebuck: Interior door panels now have weight
* Gavril D-Series:
	+ Fixed collision triangle issue with extended short body
	+ Adjusted 3-link suspension properties to behave better at higher ride-heights
	+ Fixed fiberglass hood being too heavy
	+ Fixed issue with exhaust limiter beams
	+ Center stoplight is now removable
	+ Fixed powertrain issue with Dually wheels that would cause odd behavior when one wheel was broken off
	+ Fixed typo in D15 Extended Cab
* Gavril H-Series: Fixed powertrain issue with Dually wheels that would cause odd behavior when one wheel was broken off
* Gavril Roamer remaster, phase 3:
	+ Renovated body materials and lights
	+ Added facelift
	+ Renovated interior with new color variants
	+ Fixed fiberglass hood being too heavy
	+ Added derby front bumpers
	+ Adjusted interior flexbody to reduce spiking
* Gavril T-Series:
	+ Fixed radiator hose mesh streaking
	+ Fixed fifth wheel being installed on “T65 Base (Short) (M)” configuration
	+ Fixed leaking beamPrecompressionTime in steering jbeam
	+ Fixed powertrain issue with Dually wheels that would cause odd behavior when one wheel was broken off
* Gavril common:
	+ Retextured chassis and underbody parts
	+ Added new transfer case and inline 6 meshes
* Hirochi SBR4:
	+ Separated glass panes into individual parts
	+ Interior door panels now have weight
* Hirochi Sunburst:
	+ Fixed reverse light spotlights
	+ Fixed taillight part values
	+ Added removable interior door panels with weight
	+ Adjusted misaligned text on Gendarmerie skin
* Ibishu 200BX:
	+ Fixed hub mesh offsets
	+ Separated glass panes into individual parts
	+ Interior door panels now have weight
	+ Added derby configuration
* Ibishu Covet:
	+ Separated glass panes into individual parts
	+ Added removable interior door panels with weight
	+ Removed “No Mirror” door, removing mirrors now leaves smooth surface
* Ibishu Hopper:
	+ Raised the position of the skidplate nodes
	+ Added RWD conversion parts
	+ Added Trackday and Drag configurations
	+ CV Joints are now animated
	+ Fixed values of V8 engine swaps
	+ Added removable interior door panels with weight
* Ibishu Miramar:
	+ Tweaked GTz handling balance
	+ Moved existing engine internals parts to DOHC engine only (they were not properly compatible with the SOHC engines)
	+ Added Heavy Duty internals for SOHC engine
	+ Separated glass panes into individual parts
	+ Interior door panels now have weight
	+ Fixed steering wheels position
* 1988 Ibishu Pessima:
	+ Fixed front splitter side panel values
	+ Separated glass panes into individual parts
	+ Interior door panels now have weight
	+ Updated ‘Race’ skin
	+ Added ‘Rally Tears’ skin
* 1996 Ibishu Pessima:
	+ Added Sport ECU for V6 engine
	+ Fixed deformgroup and limiter issues
	+ Fixed pop-open for hood and trunk
	+ Separated glass panes into individual parts
	+ Interior door panels now have weight
* Wentward DT40L:
	+ Fixed powertrain issue with Dually wheels that would cause odd behavior when one wheel was broken off
	+ Fixed misplaced taillight flares
* Wheels:
	+ Added Gavril 3-Spoke wheel
	+ Added Gavril Quest wheel
	+ Added square wheels for 4, 5, 6 and 8 lug hubs
* New prop: 40ft shipping container with operable doors
* Improved design of hubcap to wheel attachments
* Resized wheel and tire overall dimensions to match standards. Some tires with unusual sizes were changed to commonly available ones
* Added many new tire choices, including smaller drag tires available on 13×7, 15×8, 15×10 wheels (on front and rear axles)
* Populated tire choices for all wheels of given size. So, for example, all 14×7 wheels have common tire choices regardless of bolt pattern, offset
* Renamed period tires to use naming system of the period instead of modern radial equivalent
* Retuned handing of bias ply tires
* Adjusted specular values on all vehicles
* Fixed offset in default/ETK/Vivace GPS

Powertrain:
* Fixed differentials generating inaccurate torques at high torque splits
* Jbeam data is now being send on all init/reset events, making it no longer necessary to keep a copy of it around
* Slight change to turbo BOV logic, pressure no longer drops instantly
* Fix physically unconnected shafts being able to go into connected state via the UI
* Added generic deformgroup damage system to all relevant powertrain devices
* Added brake pad glazing simulation that affects brake effectiveness

Scenarios:
* Revamped Checkpoint Marker look and behavior
* Improved hit detection for checkpoints
* Industrial Site:
	+ Updated and adjusted all Time Trials to use some of the new track segments available
	+ Added 3 additional Time Trials: Containerland Chaos, Containerland Perimeter and Warehouse Run

Race Editor:
* Race Editor can now export to Time Trials Format
* Race Editor can now convert already loaded Time Trials

	+ Industrial and Port merged into one map
	+ Updated all old assets
	+ Added new debris piles
	+ Added new Container Land
	+ Added new Industrial Area / Drift course
	+ Added new Tank farm
	+ Added weigh station
	+ Added waste transfer station
	+ Updated Rally Cross track / added scrapyard
	+ Updated Race track
	+ Updated Port Area
	+ Updated Mine area
	+ Added new industrial trash objects
	+ Added new containers
	+ Added new methane burner
	+ Added new abandoned industrial area on the beach
* East Coast, USA
	+ Fixed a hole in the town base mesh
	+ Fixed z-fighting on some signs
	+ Added minimap
* Gridmap: Fixed various floating rocks
* Italy:
	+ Fixed misplaced rocks in Italy
	+ Fixed floating bush in Italy
	+ Fixed wobbling trunk on holm oak
	+ Fixed strange terrain effect in the dry river near the mountain village
	+ Fixed “ice” patches on the mountain dam
* Small Island:
	+ Fixed floating bush
	+ Fixed stretched textures on LOD of solar panel in the research area
	+ Added minimap
* Utah:
	+ Fixed trees on off road and bushes going through rocks
	+ Fixed tunnel mesh from poking out of the terrain
	+ Fixed a bunch of floating rocks

Audio:
* New I4 afterfire soundbanks for stock (these were leaked in 0.19 and assigned to all I4 classes)
* New I4 afterfire soundbanks for tuned/race
* New turbo\_07 soundbanks for modified/street vehicles
* Afterfire system now supports difference exhaust types (different samples if we have the source material)
* Afterfire volume coefficient detached from trigger coefficient
* Suspension impulse system improved with greater responsiveness, vehicles rebalanced
* Decaymode setting for suspension audio setup removed
* Added dynamic low-pass-filter for slow-motion
* Reduced engine load reading at idle

Traffic:
* Improved traffic respawning; generally, the player will experience slightly more traffic
* Improved police logic
* Added speed limit data to map node links, with automatically generated speed limits
* Traffic will stop before making turns at intersections
* Fixed traffic making U-turns on highways
* Improved three way turn speed and direction control
* Decoupled AI chase speed from opponent speed (allows for faster AI chases)
* AI will not ram into vehicle being chased if it’s stopped for over 10 seconds
* Fix reset trafficBlock and trafficSide on AI reset
* AI will obey traffic speed limits when in traffic mode
* Added AI traffic app option for traffic speed limits
* Added AI traffic app option for traffic vehicle awareness

Flowgraph: Level loading can now be delayed, so custom assets can load before the loading screen fades away
Camera:
* Added FOV indicator for ‘relative’ camera
* Increased shift-key acceleration in ‘relative’ camera
* Minor optimizations to camera system while a vehicle is spawning, should be a bit faster now
* Made camera system more robust to use while no level or no vehicle is loaded yet
* Fixed near-clip settings sometimes leaking when switching camera types or switching maps
* Simplified camera API, the LUA commands are now the same in free camera as in vehicle camera
* While in free camera mode, number pad keys 9 and 3 move camera up and down instead of changing field of view
* While in free camera mode, key shortcuts SHIFT+PGUP, SHIFT+PGDN change field of view now

Input:
* Increased multiseat player limit from 16 to 64, as some users are already running demolition derbies with that many vehicles!
* Improved force feedback while vehicle is stationary in all steering wheels (low-speed factor is used by default from now on)
* Cleaned up Logitech G29 and Thrustmaster 3-in-1 Dual Shock bindings
* Reduced log verbosity of input system
* Adjusted force feedback values for Logitech G29

Physics:
* Added physics simulation for river water flow interaction with vehicles
* Added graphics water particles (sound is WIP)
* Fixed breaking of L-beams, it greatly affected damaged tires
* Fixed pressure spiking for an instant when a tire got deflated
* Added transitionZone interpolation for damping attribute of anisotropic beams
* Added splash particles for vehicle/water interaction

Game Engine:
* Using float for time so slowmo doesn’t affect spawning of Vehicle particles
* Fixed animation importing from non-existing file (T3d soldier)

User Interface:
* Fixed “Revert” button in PostFX menu
* Updated ‘Simple Pitch’ and ‘Simple Roll’ apps visuals
* Inverted rotation on ‘Simple Roll’ app
* Added automatic thumbnail for custom configuration feature: Saving a custom configuration will automatically grab a screenshot to use as thumbnail
* Start screen epilepsy warning now supports translations
* Minor tweaks to default in-game console appearance (based on the old console)
* Set keyboard focus to the input field whenever in-game console is activated
* Minor improvements to nodegrabber visuals
* Minor optimizations to level selector menu, specially on computers with disk-based storage
* Fixed amount of tilt in navigation UI being different at high vs low framerates
* Fixed dashboard buttons sometimes not being hidden/revealed until after a while (e.g. when loading a scenario that hides some)
* Updated Traffic UI app

Camera Path Tool:
* Added better cut and movement controls (more details here)
* Fixed issues with movement and rotation speed
* Fixed crash when replay file is missing
* Improved path form in certain cases

World Editor:
* World Editor V2 is now assigned to the F11 key binding. Old editor can be accessed with CTRL+SHIFT+F11.
* Added “drag & drop” and drag multi-selection for items inside the scenetree
* Added function for duplicating selection and placing in front of camera (CTRL+SHIFT+D)
* Adjusted UI scale and other parameters, added BeamNG Theme
* Inspector: Added material preview when selecting materials (i.e. decals)
* Mesh Road/River Editor: Added multi node selection and transformation
* Decal Editor: Can now place decals without holding alt
* Create Object Tool: Hold CTRL for placing multiple objects in a row
* Fixed issues with layout saving/loading
* Polished ‘Path Camera Tool’ interface, added more tooltips and functionalities
* Added TSStatic instantiation functions to Asset Browser
* Added camera transform tool
* .TER file is created in the current level folder not in `/levels/\*.ter`
* Added Selection Export to DAE
* ShapePreview: implemented export DAE
* Several UI improvements
* Several bugfixes

Vehicle Editor:
* Moved vehicle editor into the new world editor (under “Tools” -> “Vehicle Editor”)
* Some rework of controls and UI

Lua:
* Vehicle loading (jbeam) is now happening on the GameEngine (GE) side instead of the physics. This enables significant performance optimizations (v0.19: 0.521 sec vs v0.20: 0.172 sec) for the loading process. It allows a better separation of who works on what. See this thread for details. The physics will only get the pre-baked vehicle now and does not do loading on its own anymore.
* Improved error messages within jbeam loading: On part mismatches, on Part slot preprocessing, et cetera
* Part slots are now properly parsed beforehand enabling all the default jbeam features for the slots section
* Fixed various problems with jbeam variables
* Improved internal vehicle API: now using more the CID for everything instead of proxy objects
* Optimization of vehicle memory – we clean up the loading data now and only retain the required data in memory
* Merged the config of the vehicle into one place: part config, vars, colors, etc – Removed old TS parts from vehicle loading
* Materials are not reloaded on CTRL+R unless they are changed
* Previously, around 900 parts were loaded from jbeam, even though only around 50 were used for a vehicle. Now, only the required files are loaded and parsed, reducing the overhead a lot.
* Vehicle code cleanup and refactor: now everything is nicely organized in lua/common/jbeam
* Vehicle Material loading switched to Lua
* Added new Lua function: Engine.Platform.getRuntime()
* Added Flow graph scene objects
* Added new Lua function: hashStringSHA256
* Improved error handling on invalid server response upon logging in
* New object function: isLocked
* Changed how vehicles are loaded. Now they are loaded by game engine and then transferred to physics
* Fixed dump/dumps ignoring all elements after the first ‘nil’ in a table
* Fixed traffic vehicles getting temporary focus while they are being spawned
* Optimized jsonEncode and serialize util functions
* Added lpack Lua module containing new and very fast de/serialization functions.
* Added signApply function to mathlib
* Fixed JSON encoding of certain Lua escaped strings
* Fixed “Next/Previous Drivemode” not working
* Load WCA drag race only in freeroam
* Mod manager: fixed unpacked mod not showing in level selector under specific condition
* Bugfix in closest road search (findClosestRoad)
* Created node aliases to closest nodes for manual waypoints that have no links and are therefore not connected to the rest of the road network

Console:
* Increased log history to 1k
* Added button to disable vehicle control when console is open
* Fixed issue when selecting and deleting previous command
* Fixed crash when browsing command history

Miscellaneous:
* Fixed some errors when using PostFX Manager
* Removed several duplicated materials
* Vector3 datatype is no more: please use Point3F (GE) /float3/vec3 (vehicle side)
* IntegrityTracker disabled for now: faster Lua loading for now – to be re-enabled soon
* Improved performance of file enumeration in the physfs windows backend: finding files is 30% faster
* Sun class accessible from Lua
* New LuajIT
* Fixed Lua messages being discarded when being emitted during vehicle loading
* Improved Lua Garbage collection position inside the frame
* Water objects have less of a performance impact on the vehicle
* Renamed Water object property from FlowMagnitude to FlowMagnitudePhysics; value is in meters per second
* Replay system refactor/cleanup; no new features yet
* Fixed Launcher reporting the wrong Nvidia driver version
* Fixed crash on certain sound objects during replay
 **0.20.1** | **12 August 2020** | Vehicles:
* Gavril Bluebuck: Fixed many configs using white wall tires instead of the intended white stripe tires
* Gavril D-Series:
	+ Fixed animated front universal joints on 3-link front suspension
	+ Fixed roof marker light flares
	+ Fixed missing side marker on Kentarch D30 configurations
	+ Fixed position of roll bar lights when installed on an Extended Short Body
	+ Fixed sport mufflers breaking on spawn when used with I6 and Diesel V8 engines
* Gavril H-Series: Front universal joints on solid front axles are now animated
* Gavril Roamer:
	+ Added tailgate light guards for facelift models
	+ Fixed inverted normals on facelift bumper foglight frames
	+ Fixed incorrect names of left tail light guards
	+ Fixed custom two tone skin not covering all of the extended body roof
	+ Fixed incorrect mufflers on LXT Roadsport
	+ Fixed incorrect ECU/Intake on LXT35 Police Package
	+ Fixed sport mufflers breaking on spawn when used with I6 and Diesel V8 engines
	+ Fixed some description typos
	+ Added Heavy Duty Torque Converter to Diesel V8 LXT35 configurations
* Ibishu Hopper:
	+ Fixed instability when combining rock slider fender flares, rock sliders and certain door options
	+ Fixed incorrect rear brake shoes on Trackday configuration
* Ibishu Miramar:
	+ Fixed intake slot on 1.9L SOHC engine
	+ Fixed incorrect width of 15×7 Okudai PR01 (Gray) wheels
	+ Fixed missing intake on Miramar with 1.9 SOHC engine
	+ Increased strength of 38 and 42 inch crawler tires

	+ Fixed port crane open mesh issue and crane dimensions
	+ Activated anisotropic on metal\_grate texture
	+ Fixed misaligned container on the crane
	+ Fixed direction of the port crane and the container attached to it
	+ Raised the lower area on the industrial drift area so the doors on the trailer can open fully
	+ Fixed collisions of the power poles
	+ Fixed misaligned fences
	+ Adjusted AI roads on jump in coastal industrial area
	+ Fixed BeamNG container text
	+ Fixed river not extending all the way to the dam/gates
	+ Fixed wrong paths on ferry materials
	+ Fixed signs using metric (they now use imperial)
	+ Fixed clipping Props through container
	+ Fixed concrete texture – reduced resolution from 2k to 512
* Derby Arenas: Fixed missing collisions
* Italy:
	+ Fixed wrongly set nearClip value, helps with artifacts with far objects
	+ Replaced waterfall meshes with actual rivers

Scenarios:
* Fixed Rocky Starts “Delivery” Scenario missing the last Checkpoint
* Rocky Starts “Gravity Race” now uses correct distance and has been rebalanced
* Fixed “Big Air Vanster” not being completable
* “Gravity Fuel” now uses the new Checkpoint markers and refuels faster

User Interface:
* Fixed Photomode FOV lower limit not matching the actual lower limit of 10°
* Fixed vehicle loading not updating the loading screen
* Added ability to search for parts now including some simple query syntax and a history
* Added ‘Apply’ button to the parts menu

Audio:
* Increased volume of Covet Hatch turbos stage 1, 2 and 3
* Reduced volume of semi rear suspension as short-term fix for volume issues
* Fixed impact sounds not playing when volume impulse was higher than 1
* Fixed Barstow playing incorrect supercharger bank (reported) and also Moonhawk
* Fixed an issue where some specific vehicle supercharger pitch values go over our pitch limit
* Fixed non finished brake squeal from playing in some situations

World Editor:
* Fixed crash when deleting forest object
* Fixed scenetree and inspector not showing up on the first editor start
* Terrain Editor: Fixed terrain importer materials list
* Asset Browser: fixed an error with files that have no filename extension
* Road Editor: Fixed error when changing edit mode while editing a road
* Scenetree: Added navigation toggle arrow buttons for opening folders

Miscellaneous:
* Fixed issues related with non-Latin character in Userfolder paths (UTF8 encoding)
* Fixed parts not showing up in the parts selector if the slot is defined in the common folder
* Fixed issue with some mods not loading meshes correctly anymore
 **0.20.1.1** | * Fixed mod manager breaking under weird conditions (0.20.1 regression)
* If the vehicle loading crashes, it will show the problem now
* Fixed part manager crashing when props were missing
* Fixed missing props or "Hide steering wheel" breaking all props
 **0.20.1.2** | **13 August 2020** | * Hide vehicle slots that have no sub-parts
* Improved "apply changes" button - it should remember the last setting
* Part management will highlight the part even if the current value does not match
* Added highlighting for changed items in the part config
 **0.20.2** | **27 August 2020** | Vehicles:
* Gavril Bluebuck: Fixed lower end configurations using white stripe tires instead of standard blackwall tires
* Gavril Barstow:
	+ Fixed exhausts not lining up with manifolds
	+ Fixed engine bay meshes not being attached to firewall
	+ Fixed steering shaft not being aligned with column
	+ Fixed steering linkage clipping into the oil pan at full lock
* Gavril Roamer:
	+ Fixed weak headlight attachment beams
	+ Fixed position of facelift headlight turn signal flares and tailgate light flares
* Ibishu 200BX: Fixed wrong taillights settings
* Fixed wrong slot suffix on 225/75R16 Standard tire

Levels:
* Industrial Site: Fixed several textures issues and mesh breakup texture
* Derby Arenas:
	+ Fixed terrain
	+ Updated buildings
	+ Fixed and scattered several decals
	+ Updated meshes with new textures
	+ Updated Spawn and level thumbnails
	+ Cleaned up level folders; everything is “terrain” instead of “terrains”
	+ Art\_v2 folders are now called just “Art”
	+ Old V1 Art folders are deleted
* Small Island:
	+ Fixed wrong material path
	+ Added missing textures
	+ Deleted non existing level items
* Italy: Fixed decal texture path

World Editor:
* Road Editor: Fixed a crash when creating a new road
* Fixed rare crash on editor start
* Vehicle Editor: Added powertrain debug app
* Terrain Editor: Fixed error when there is no terrain object present
* Added back several missing files so the old editor tools work properly

Audio:
* Improved load calculations of engine sound near idle RPMs
* Improved impact detection
* Supercharger fix for backwards compatibility

User Interface:
* Added translation support to Parts Selector’s new features and visual improvements
* Added checkbox in Parts Selector’s Save & Load menu to toggle automatic thumbnail generation when saving a configuration
* Added official game localization:
	+ Spanish (Spain)
	+ French (France)
	+ Japanese (Japan)
	+ Korean (South Korea)
	+ Portuguese (Brazil)
	+ Portuguese (Portugal)
	+ Russian (Russia)
	+ Chinese – Simplified
	+ Chinese – Traditional
* Fixed glitchy selections for AI Mode in Traffic app
* Fixed an issue with the part selector hide/show toggle not working

Miscellaneous:
* Launcher: Fixed “Clear Cache” removing thumbnails of vehicle configurations