Changelog/0.22.x

This is the changelog of the BeamNG.drive alpha versions released during late March and throughout April of 2021. Headlining this release, marking the end of a long list of planned vehicles dating back over eight years, is the **luxurious Soliad Wendover coupé** in several variations, including a trademark BeamNG derby basher ("The Unpunctual") and a typical police pursuit vehicle. More on vehicles, the **Bruckell LeGran received an improvements pass**, gaining a mid-generation facelift and station wagon variant, as well as the usual mesh and texture revamps symbolic of BeamNG's late remaster marathon.

On the game engine side, it is now possible to **traverse a map in first-person perspective** and interact with physical objects, including pushing cars around or invoking their **new vehicle triggers**, such as opening tailgates or operating levers from outside the vehicle. In addition, scattered around some of the maps in preparation for Career Mode are **car dealerships** where you will be able to buy new or used automobiles, and **garages** where you will be able to mend or modify them to your needs.

* Soliad Wendover:
	+ New full-size luxury FWD coupe
	+ Mechanically based on the Bruckell Legran
	+ Transverse V6, V8 and I4 engine options
	+ Facelift style package with concealed headlights
	+ Many customization parts, wide body kit, spoilers, roll cage, AWD option and more
	+ Features digital gauges
	+ Fully fleshed out derby configuration with strengthened bumpers, steel box frame roll cage, windshield bars, reinforced radiator, bolted hood and welded doors
	+ A good variety of configurations including many factory models as well as ‘Race’, ‘Rally’, ‘Police Interceptor’, ‘Safety Car’ and more
* Autobello Piccolina: Improved rear quarter glass deform groups
* Bruckell LeGran:
	+ Total 3d model and texture overhaul
	+ Continued Jbeam improvements
	+ Increased strength of Legran front control arms
	+ Many new factory and customization parts: wagon body, facelift style package, wide body kit, spoilers/wings, roll cage, independent rear suspension, AWD and more
	+ Full set of derby parts with toughened bumpers, derby roll cage and windshield bars, reinforced radiator, bolted hood and welded doors
	+ Many new configs, including a reworked selection of factory spec models, ‘Race’, ‘Rally’, ‘Police’, ‘Taxi’, and more
	+ Added “GRUNT Livery (Colorable)”
	+ Added “Rally Livery (Colorable)”
* Bruckell Moonhawk: Fixed collision fighting on a pillar/door
* Cherrier FCV:
	+ Reduced drone of Vivace i4 diesel sound
	+ Fixed incorrect damping on rear suspension of the Tograc causing unnatural bouncing
* Dry Van Trailer:
	+ Updated ‘BeamNG’ livery
* Gavril D-Series:
	+ Fixed missing backfaces on spare tire cover
	+ Fixed D10 Zeta model years
	+ Added animated controls for rollback
	+ Added muffler for desert truck
	+ Added ESC light
	+ Added heavy radiator to Pickup D45 configurations
	+ Tweaked air bump stop tuning on Pickup Pre-runner configs
* Gavril H-Series:
	+ Added animated controls for rollback
	+ Improved breaking behavior of Van roofrack
	+ Reduced harshness of Pickup and Van race exhaust
* Gavril Roamer: Added ESC light
* ETK I-Series: Tweaked lateral deform of radiator support
* ETK K/800:
	+ Reworked turbo/intercooler jbeam structure
	+ Fixed broken variables tuning in ETK-K race differential
* Hirochi SBR4:
	+ Improved spiky mesh deformation on rear quarter panel
	+ Digital gauge added driving modes and color changes for eSBR
	+ Fixed steering travel limits of SBR4 drift steering
* Hirochi Sunburst: Fixed front bumper bar collision fighting
* Ibishu Covet:
	+ Fixed headlights beam clipping issue
	+ Tweaked range and rotation of front blinkers beam
	+ Fixed front bumpers flares position
* Ibishu Hopper:
	+ Fixed driver camera being able to invert into the back of the vehicle with enough force
	+ Fixed missing backfaces on spare tire cover
	+ Increased Hopper wheel attachment strength
* 1996 Ibishu Pessima:
	+ Tweaked RPM gauge to allow needle to travel to its end stop in over-rev
	+ Added sport intakes for I4 and V6 engines
* Ibishu Pigeon:
	+ Fixed UV Issues on the bed box
	+ Updated tire tuning
* Wentward DT40L: Added ‘Metro’ skin for the City configuration
* Wheels:
	+ Added “TIMS Kodaira” Wheels
	+ Updated “Alder Basketweave” Wheels
	+ Added “Soliad Vertigo” Wheels
	+ Added “Soliad Tornado” Wheels
	+ Added “Soliad Bragenham” Wheels
	+ Tweaked materials on “TIMS Egota (White)”
	+ Tweaked materials on “Ibishu Blades (White)”
	+ Tweaked materials on “Okudai RZ4 (White)”
* Hubcaps:
	+ Added “Soliad Astro” Hubcaps
	+ Added “Soliad Storm” Hubcaps
	+ Tweaked materials on various Bruckell hubcaps
	+ Fixed mesh clipping on Carplus C55 hubcaps
* Added ‘Full Size’ & ‘King Size’ Mattresses
* Miscellaneous:
	+ Added welded differentials to 80s Pessima, 90s Pessima, Sunburst, Covet, LeGran
	+ Added race differentials for LeGran and 90s Pessima
	+ Increased friction of oil barrel
	+ Added engine deform groups system as well as stock, heavy duty and ultra heavy duty engine mounts to most vehicles
	+ Added roof bars with generic loads
	+ Reworked lowrider controls to not conflict with horn
	+ Fixed some off-road tires missing periphery reinforcement beams
	+ Fixed refnode alignment on Tire Wall, Cinder Block Wall, Piano
	+ Added vehicle triggers. Docs here.

Levels:
* Derby Arenas: Fixed a strange decalroad rendering issue on the track
* East Coast, USA:
	+ Fixed floating rocks in park
	+ Fixed a normal map issue on some house objects
	+ Fixed the swamp not drowning cars in certain locations
	+ Fixed some floating trees in the north east
* Gridmap: Fixed ramp UV mapping issue
* Industrial Site:
	+ Fixed floating decalroad
	+ Adjusted container position to allow large vehicles access to the port
* Italy:
	+ Fixed floating boxes
	+ Fixed floating trees
	+ Fixed floating decal road on statue
	+ Fixed misaligned wall
	+ Fixed AI pathing issue under bridges
	+ Fixed a road sign being on the road itself
	+ Fixed missing glass reflection
	+ Updated thumbnails
* Jungle Rock Island:
	+ Fixed decal road issue
	+ Fixed collision mesh in the abandoned resort
	+ Deleted underwater bushes and grass popping out from roads and concrete
	+ Fixed floating trees
	+ Fixed missing collision on shed
	+ Fixed floating rocks
* Small Island:
	+ Fixed decal issues
	+ Fixed floating rocks
	+ Fixed hay bales in a rally scenario
* Utah:
	+ Updated materials
	+ Fixed path in the parts run campaign scenario to be easier to drive on
	+ Fixed the background terrain having no collision
	+ Fixed some floating objects
* Added 13 garages:
	+ East Coast, USA: 3 garages
	+ West Coast, USA: 4 garages
	+ Utah: 2 garages
	+ Italy: 4 garages
* Added 13 dealerships:
	+ East Coast, USA: 3 dealerships (classics, offroad and an ordinary dealership)
	+ West Coast, USA: 4 dealerships (mid-range new, mid-range used, high end and junk dealerships)
	+ Utah: 3 dealerships (modded/import, truck and SUV and new offroad dealerships)
	+ Italy: 3 dealerships (high-end, mid-range, junk dealerships)
* Fixed different AI paths in Automation, Italy, East Coast, Jungle Rock Island and West Coast maps

Walking Mode:
* Implemented walking “vehicle” (Press F to use it) that reacts physically to its surroundings. Features:
	+ Walking
	+ Sprinting
	+ Jumping
	+ Crouching
	+ Can be recognized by traffic
	+ Can climb stairs, hills
	+ Ability to “swim”

Scenarios:
* Converted the Speedy Scramble flowgraph demo into a fully playable scenario
* Remade East Coast Chase scenarios with Flowgraph system: New features and improved gameplay
* Added 5 new Flowgraph-based scenarios:
	+ East Coast Chase 1-4: Re-imagined from the already existing scenarios, these Scenarios each offer a unique challenge by trying to stop criminals
	+ Barrel Knocker: Use an old truck to knock over as many barrels on the industrial map as you can in this quick, arcade-style scenario
* Converted Speedy Scramble into its own scenario. Previously only accessible through the Flowgraph Editor

Powertrain:
* Optimized DCT shifting
* Ignition now behaves more consistently across different gearboxes
* Shaft-like devices have the ability to select which angular velocity is reported to the electrics system
* Added gear whine support to automatic transmissions
* Made it possible to damage superchargers

Game Engine:
* The default user path moved from `Documents/BeamNG.drive` to `User/AppData/Local/BeamNG.drive/0.22.0.0`
	+ We would like to provide better user experience after an update: without broken mods
	+ This fixes various problems we were having before: Users having Documents in Cloud storage, broken Games after updates
	+ All mods are disabled after an update. You can enable them again in the Mod manager
	+ Documentation here
* Updated vehicle recovery with improved performance (Looking at you, Pre-Runner)
* Fixed inverted y-axis for PS4 controllers
* Added helper logs in cases where some USB devices with buggy drivers result in long game startup times (from 10s up to a minute or more). The issue is now identified and shown in logs, to help users figure out which of their USB devices or drivers might be faulty
* Greatly improved startup time logging to help identify potential issues leading to long startup times
* Fixed many cosmetic effects suffering a progressive desync over prolonged game sessions (e.g. dynamic day/night cycle not using the right sun position, slightly laggy aerogenerators in ETK Driver Experience Center, etc)
* Fixed per-map particle emitters not working when using slow motion.
* Improved playback of particles in Replay mode. The result should now be more faithful to what was originally recorded, regardless of the use of slow motion
* Fixed replay not restoring broken meshes (e.g. tires with missing chunks of rubber) during playback
* Fixed License plate generation (Steam name also works correctly)
* Fixed Fmod Live update and Bank Hotloading
* Added parameter cache to improve performance of Sound System
* Drag Race enabled AI awareness for opponent
* Rich presence is opt-in instead of opt-out
* Fixed imposter false error on packed mods with broken modification time
* Fixed `_uv1` textures using texture cooker postfix at the same time
* use meshoptimizer to sort indice of tsMesh
* Fixed Vehicles props reappearing when switching vehicle
* Fixed outgauge from RemoteControl breaking when switching vehicles
* Fixed Decal Road bounding box calculation
* Fixed null access of object dictionary
* Fixed external UI modes up a bit

Physics:
* Added ability to have non-collideable triangles with aerodynamics
* Removed duplicate sound source filtering. It was affecting wheel sound intensity under certain circumstances
* Reworked subsystem that controls rolling resistance of tire contact patches. It improves low speed rolling resistance
* Reworked subsystem that controls contact patch load sensitivity. It is more robust now
* Tire softness was disabled as it could affect tire response curves in weird ways
* Fixed tracking of collision object identifiers
* Fixed physics core crashes when trying to log corrupted log messages
* Reduced low speed triggering noise of rumblestrip frequency detector
* Tweaked off road surface friction to balance tire softness changes

Audio:
* Tuned brake squeal to appear less suddenly on race cars at slow speeds
* Fixed cockpit sounds fading off erratically when driving fast (audio reference points were slowly falling behind camera)
* Fixed noticeable audio artifacts when driving at speed (doppler simulation was using mismatched information)
* Fixed a broken optimization of audio update cycle, which could have contributed to tiny framerate inconsistencies (not noticeable by themselves)
* New audio for damaged rod bearings
* New transmission audio for citybus
* Gear whine support for automatics
* Improved ambience sounds
* Improved scrape sounds
* Additional work on tire properties affecting surface audio pitch/volume/timbre incl. tire proportions, contact patch, rubber softness
* New bespoke dirt, grass and gravel roll/skid audio, new rough skid for surfaces like wood, improved asphalt roll
* Performance and memory optimizations

Input & Force Feedback:
* Created an input troubleshooting PDF guide to help sort out the most common issues. A link to it can be found ingame at Options > Controls > Force Feedback menu, or you can «click here to open it»
* Improved control reassignment process: it’s now harder to unintentionally bind mouse movements, and there’s real-time feedback about what’s being detected
* Made it more obvious which button allows to reassign an existing binding
* Improved display of overlapping bindings: it’s now clearer what’s the function of the button besides each conflicting binding
* Improved “Filter” dropdown and tooltip when editing a binding, making them easier to understand
* Fixed harmless bug where the inputmap files would contain unused fields
* Fixed the 8th gear binding being described as 7th gear
* Better information from input devices is now logged to better assist when problems arise
* Fixed execution of unintended bindings when the same key is assigned to multiple bindings in some rare cases (didn’t happen with the default game bindings)
* Fixed ‘steering lock type’ showing up in unrelated bindings
* Added new cruise control bindings to change set speed in larger increments
* Improved the Force Feedback assignment system, specially when multiple devices support haptics (e.g. ffb steering wheel + vibration gamepad), or during multiseat. It should no longer be necessary to unplug devices in order for Force Feedback to reach the (correct) steering wheel
* Improved the Force Feedback logging to provide better information in case any issue arises
* Reduced the Force Feedback failsafe update rate as a precaution, from 1000Hz down to 60Hz (we’re not aware of any cases where this failsafe was used though)
* Simplified Force Feedback settings: we no longer offer the “Force Limit” percentage slider, as it provides no advantage over configuring the device drivers appropriately
* Improved some Force Feedback menu tooltips
* Disabling Force Feedback will now visually gray out its options

User Interface:
* Cleaned up the ctrl+F extended metrics panel
* Revamped listing of replay bindings
* Added translations for Launcher and Support Tools
* Fixed the minimum and maximum FPS display in ctrl+F panel: they used to show the all-time historic values; now they show short-term historic values
* Fixed some typos and outdated labels in Options > Controls menu
* Fixed noisy thumbsticks in some gamepads not allowing the use of directional-pov to navigate the UI
* Fixed the Performance Graph menu showing 0ms for the ‘Other’ section of CPU time: it now reads the right measurement
* Fixed the Performance Graph showing beautified time measurements in the ‘framelimiter’ section, instead of the actual time
* Fixed the Performance Graph incorrectly including some non-physics load as part of the ‘physics’ section
* Updated Xbox bind icons
* Added Mouse bind icons
* Updated loading screens
* Improved position of License Plate tooltips in Parts Menu to avoid blocking other buttons

Camera:
* Fixed issue where the per-level nearclip distance could be modified by the currently active camera
* Fixed ‘Relative’ camera not always offering the default per-level nearclip distance in its radial menu
* Fixed ‘Driver’ camera field of view not always being saved correctly
* Fixed the camera “autofit” functionality not working correctly in the old World Editor
* Added transition effect when switching vehicles or entering/exiting walking mode (can be disabled in Options > Camera)

	+ Cleaned up UI of meshroad and decalroad editors
	+ Added “Overwrite depth” to meshroad- and river editors
	+ Meshroad: Fixed flickering when placing a new node
	+ Removed the need to select a node when inserting a new node
	+ Slightly changed node placement method of river and meshroad to be more in line with decal road
	+ Disabled “Click and drag width” for new nodes by default
* Camera Path Editor:
	+ “Set for all” doesn’t overwrite cuts anymore
	+ Fixed error when cutting on the last marker
	+ UI improvement
* Particle Editor:
	+ Update changes to emitters or particles in real time
	+ Improved UI for choosing particles
	+ Added file browser for choosing particle texture file
* Decal Editor
	+ UI overhaul. Moved template list to a separate window
* Terrain Editor:
	+ Fixed the position of the brush in relation to the cursor while editing the terrain
	+ Fixed brush mouse click getting stuck while editing
	+ Improved terrain brush performance and stutters on bigger levels
* Object Tool:
	+ Fixed object jumping around when rotating in local space
	+ Fixed undo/redo for scaling
* Added new option to terrain snap to “snap to origin” of object
* Added camera speed and TOD sliders to the toolbar
* Put duplicated objects in the same group
* Keep objects selected when closing and opening the editor
* Changed float digit count to 3 on default
* Fixed some crashes and issues related to prefabs
* Various fixes to many tools
* Fixed bug preventing proper saving of vehicle groups in the Multi-Vehicle Spawner window
* Added fps counter and scene stats (number of polygon)
* Improved camera movement in shape editor and material preview
* Validating input values for options in GroundModel Debug Tool
* Updated theme
* Improved scenetree: search, order by distance

AI:
* Fixed bug where traffic might drive on the wrong side of the road when merging from a one way road to a normal road
* Improved traffic basic intersection logic
* Improved chase mode
* Consolidated map.nodes data and graphpath data to reduce duplication
* Improved stop mode behavior
* Return controls to neutral position when ai mode is set to disabled
* Initialize targetSpeedSmoother with current ai speed on setMode
* Reset currentRoute if local mapData becomes out of synch with mapmgr.mapData

Traffic:
* Added vehicle pooling feature (work in progress); when enabled, the traffic system spawns extra vehicles, and changes their visibility in a cycle to allow for more variety of vehicles
* Police vehicles are now less likely to despawn if they are chasing the player from behind
* Improved traffic vehicle respawning logic

Flowgraph Editor:
* Added ScatterSky nodes
* Added Clouds nodes
* Improved Fog nodes
* Fixed an issue with Vehicle Color node
* Added missing descriptions, various improvements to existing nodes
* Added State system: The state system is a new way to work with the Flowgraph Editor. Before, the whole project had to be inside one gargantuan graph, which made bigger projects painful to create, manage and maintain Now, the project can be split into parts, which each represent their own graph. You can trigger state transitions inside the graph and pass values from one state to another States can also be grouped into Group States, which allows for finer control over which states start and stop with each transition
* Added Examples System (WIP): New to Flowgraph or curious how a certain node works? The Example system is a collection of simple and well documented projects, each showcasing a certain feature, system or node
* Added Event Log: The event log is similar to the console, but it only captures Flowgraph-specific events, such as state transitions, spawning vehicles through nodes, or errors caused by nodes. You can click the elements to be brought directly to the source of the event
* Improved Node Library Search: The Node Library search will now let you find the nodes you need faster by ordering the results based on your previous searches as well as showing the results in a more condensed way
* Added Project Search: Trying to find that one node in a big project? You can now use the project search window to find nodes, graphs or pins in your project
* Added Flowgraph Monitor: When you test your projects, you can now enable a setting that automatically hides the editor and shows a small Flowgraph Monitor Window instead The Monitor Window will show you active states and the event log. When you stop the project, the editor will show again
* Cleaned up UI: The UI of the flowgraph editor has been adjusted in many small ways to make more use of the available space
* Shortcuts: Various shortcuts have been added that let you work more easily with the editor, such as auto-connecting nodes or hiding/unhiding of links
* Preferences: Cleaned up the old preferences menu. Flowgraph now uses the World Editor Preferences window. Various preference settings have been added
* Improved Menus:
	+ Recent Files: The File Menu now has a submenu for the most recently used files
	+ Recover Files: The File Menu now has a submenu for recovering files after a crash, by using the autosave feature
	+ No-Project-View: The No-Project-View now also has improved file-opening entries such as recent files and recover files
* Nodes:
	+ Various bugfixes, improvements and additions across most nodes
	+ Improved Hardcoding pins: Nodes can now use template values for pins. Also added filepath utilities to pins
	+ Added Custom Lua Node: You can make custom logic more efficiently with this node, by adding custom lua code directly in the editor. You can also customize pins and save nodes you made this way
* Flowgraph Editor Fixes:
	+ Better Node Alignment: Nodes now properly align to each other
	+ Comment Node fixed: The Comment node will now correctly keep its size in all cases
	+ Actionmaps: Actionmaps for Flowgraph are nor always properly set

Lua:
* Added “set” method to float3
* Added “vec3:xyz()” method. It returns x, y, z components of vec3
* Added “containsEllipsoid\_point” function. It returns if a point is inside an ellipsoid
* Added “obj:getBeamStressDamp” method. It calculates with more accuracy the internal stress and damping forces of beams
* Added “wheel:isRotatingBrakeCouple” method on wheels. It reports if a wheel is rolling while filtering rotational noise
* Added setSFXparameter to looped sound sources. It allows to define extra constant parameters on sound sources
* Decreased transient memory requirements of setMap
* Fixed extensions getting loaded twice (one case where this happens is if calling code used different capitalisation for the extension name during loading)
* Small optimizations to reduce vehicle’s reset lag
* Vehicle Lua reset happens in a thread now. This reduces lag when resetting vehicles
* surfaceNormalBelow calculation

Console:
* Implemented scroll lock/ pause
* Added clear button

Vehicle Controller:
* Added pie menu controls for driving electronics
* Improved slow speed turning behavior of Driving Dynamics Systems
* Adapted eSBR gauges to DSE

Mod Manager:
* Added taskbar progress when packing and unpacking
* Fixed broken file stat date on mods packed by the game

Hotfixes:
* 0.22.0.1 fixed Safe Mode not working from the launcher
 **0.22.1** | **31 March 2021** | Launcher:
* Fixed error in migration resulting in empty user folder
* Fixed wrong message for normal mode in Clean Cache
* Improved reliability of the migration process

	+ Added ‘Nomi GTC Adjustable Wing’ for wagon body
	+ Added single and multi shift lights
	+ Tweaked position of driver camera
	+ Removed ABS from ‘Rally’ configuration
	+ Fixed description for ‘Custom’ configuration
	+ Fixed model year range on ‘SE V6 Towing Package’ configuration
	+ Fixed spiky deformation on front bumper
	+ Fixed oddly deforming rear leaf spring
	+ Fixed swaybar mounts moving with swaybars
	+ Fixed UV issue with sport muffler
	+ Fixed position of generic loads on wagon roof bars
	+ Fixed color of roll cage dashboard bushing
* Soliad Wendover:
	+ Added Ultra High Performance Radiator for ‘Hillclimb’ configuration to fix overheating
	+ Added single and multi shift lights
	+ Fixed front license plate positions
	+ Fixed SE 3800 models using wrong front struts
	+ Fixed facelift front bumper deform groups being wrongly assigned
	+ Fixed foglight flare positions
	+ Fixed grille badge position
	+ Fixed trunk mesh issue
	+ Fixed oddly deforming rear leaf spring
	+ Fixed swaybar mounts moving with swaybars
	+ Fixed front swaybar clipping into wheels at full steering lock
	+ Fixed descriptions for 3300 models
	+ Fixed wrong shifters for ‘Police Interceptor’ and ‘Street Tuned’ configurations
	+ Fixed visible backfaces on facelift turn signals
* Added Vehicle Triggers to Ibishu Pigeon, Box Utility Trailer and Small Flatbed Trailer.

Input: Removed broken ‘control’ binding (used for crouching in walking mode)
Game Engine:
* Fixed the ‘Error in logging system’ using up the whole screen and taskbar if the logged message was too long
* Fixed missing files in crash reports

Render: Improved performance issues in level with high number of lights
UI: Added warning to the Traffic ‘Pool’ option
 **0.22.2** | **15 April 2021** | Vehicles:
* Added Vehicle Triggers support to Dry Van Trailer, Flatbed Trailer, Tanker Trailer, Travel Trailer and Old Cannon
* Bruckell LeGran:
	+ Fixed front sway bar mesh spiking when subframe deformed
	+ Fixed position of sport gauges speedometer needle
	+ Fixed maximum travel of sport gauges tachometer needle
	+ Fixed right mirror reflection
	+ Fixed wrong taillights for facelifted wagon configurations
	+ Fixed leaking breakGroup in hood bolts
	+ Fixed “SE V6 Wagon” configuration having the wrong engine, and missing the “facelift” tag from its name
	+ Fixed brake lights turning on with taillights
	+ Fixed shaky exhaust attach at engine
	+ Fixed manual floor shifter missing clutch pedal
	+ Fixed sport speedometer needle bottoming out at 5mph instead of an unmarked 0mph position
	+ Fixed drive shaft prop not being visible when the front differential is removed
	+ Adjusted headlight aiming pattern
* Bruckell Moonhawk: Fixed missing “Front” sub-category header in wheels tuning menu section
* Cherrier FCV: Tweaked engine limiter beams
* ETK 800 Series: Fixed broken ttSport dual outlet exhaust path causing particles to emit at the manifold
* Gavril Barstow: Fixed fuel tank deform not being set in jbeam leading to random fuel tank strength depending on fitted parts
* Gavril Bluebuck: Fixed broken V8 engine exhaust paths
* Gavril D-Series:
	+ Increased strength of engine intake and accessories deform groups
	+ Improved transmission mount stability
	+ Fixed front differential brace mesh showing on beam front axle when offroad springs are fitted
	+ Fixed flatbed rollbar detaching on spawn
	+ Fixed welded IFS differential missing half shaft slot
* Gavril Grand Marshal: Increased strength of engine intake and accessories deform groups
* Gavril H-Series:
	+ Increased strength of engine intake and accessories deform groups
	+ Improved transmission mount stability
	+ Fixed front differential brace mesh showing on beam front axle when offroad springs are fitted
* Gavril Roamer:
	+ Increased strength of engine intake and accessories deform groups
	+ Improved transmission mount stability
	+ Fixed welded IFS differential missing half shaft slot
* Hirochi SBR4:
	+ Added engine mount parts
	+ Added engine deform group support
	+ Fixed third brake light flare not breaking
	+ Fixed tail lights indicator being stuck on
* Hirochi Sunburst: Fixed 1.8L engine spawning with a broken engine mount
* Ibishu Pigeon: Added roof bars
* Soliad Wendover:
	+ Added drift steering
	+ Increased door latch strength
	+ Increased effectiveness of heavy duty radiator
	+ Improved hood deformation
	+ Fixed right mirror reflection
	+ Fixed UV map issue with pre-facelift rear bumper skirt
	+ Fixed front sway bar mesh spiking when subframe deformed
	+ Fixed leaking breakGroup in hood bolts
	+ Fixed upper hood hinge nodes inverting through hood
	+ Fixed shaky exhaust attach at engine
	+ Fixed drive shaft prop not being visible when the front differential is removed
	+ Fixed 3.8L V6 engine using sport intake by default
	+ Fixed missing derby and box front bumper mounts
	+ Fixed “Sport S” configurations description typos
	+ Fixed “Sport SE 4400 V8 (Facelift) (A)” configuration using the wrong steering wheel
	+ Reduced mesh spiking of facelift headlights, doors and rear quarter panels
	+ Reduced vibration of doors and mirrors
	+ Adjusted headlight aiming pattern
* Wentward DT40L: Fixed side panels wobbling freely when the roof is removed

Vehicle triggers:
* Improved visibility: visible for own vehicle and all vehicles in 1st person and free camera
* Fixed interaction: cursor and middle of the screen for gamepads was mixed up, resulting in weird behavior. Should work a lot better now. (Also lights up as green when you can click it)
* Fixed triggers rendering in photo mode

Walking Mode:
* Optimized spawning system for the walking mode
* Cleared the fixed nodes of the player when getting in a vehicle
* Traffic vehicles that are in the way don’t despawn when getting out of the vehicle

Input & Force Feedback:
* Fixed the Options menu not updating when changing bindings (sorry for the inconveniences setting up your devices!)
* Optimized bindings edition: removed and added bindings will now show up much faster
* Improved Walking Mode bindings names: move up/down is now forwards/backwards
* Added the notion of ‘tags’ to input actions. it allows adding extra search keywords. Tags are shown in the tooltip popup (check the ‘Enter/Exit’ binding for an example)
* Improved the Options > Controls search field: it will now search not just the title, but the description and tags too
* Fixed a too low default strength setting for a few force feedback steering wheels
* Fixed vehicle-specific bindings being removed when you spawn multiple vehicles and customize your controls
* Fixed mod-provided input actions not working when you start the game (used to require pressing Ctrl+L once as a work around)
* Fixed the Controls menu missing bindings of out-of-focus vehicles. Now we only show bindings for the currently focused vehicle
* Fixed vehicle-specific bindings not showing up in the Controls menu if you switch vehicles while that menu was open

Powertrain:
* Limited the effect of a broken supercharger to the airflow of an engine
* Improved overall DCT shift logic, less stuck gears, fixed disengaged first gear

Game Engine:
* Node Grabber: Fixed random crashes
* Fixed ability to switch into a vehicle from the pool of inactive traffic vehicles (experimental feature)
* Road / River Editor: Fixed text hidden behind 3d Spheres
* User folder will now only be migrated on major updates.
* User folder version now only contains the major and the minor version components

Launcher:
* Fixed browser link when clicking on “More information” when the game exit with a critical error
* Added translations

Traffic:
* Fixed issue with vehicles suddenly showing up too close in pooled traffic mode
* Fixed traffic collision infraction not triggering
* Fixed reckless driving infraction rarely triggering

Audio:
* Improved voice stealing
* Fixed audio cut-offs with multiple vehicles
* Fixed low volumes of backfires
* Updated range of audio voices
* Improved FMod initialization from audio settings

Scenarios & Time Trials:
* Fixed several Time Trials not working correctly after resetting
* Fixed checkpoint markers not disappearing in scenarios and Time Trials

Track Builder: Fixed Track Builder tracks not showing up in Time Trials sometimes
World Editor:
* Fixed an error when opening the “Layouts” menu
* Fixed the position of newly created mesh road and river objects to be the on the first placed node
* Adjusted several default window sizes
* Fixed an error when selecting forest items while holding Ctrl
* Made the mouse interaction with the scaling gizmo more intuitive
* The scaling gizmo will now keep the relative sizes between all edited axes
* Fixed wrong position after scaling an object
* Fixed triggers sometimes still being drawn after closing the editor
* Forest editor now also has the precise gizmo controls when holding Ctrl
* Added ability to rename forest brushes
* Rebuild decal roads together with level collision
* Fixed Icons Overview window not scaling correctly

Flowgraph Editor:
* Various minor node fixes
* Added walking mode related nodes
 **0.22.3** | **28 April 2021** | Vehicles:
* Gavril D-Series: Fixed bullbar collision issue
* Gavril H-Series: Fixed bullbar license plate clipping into mesh
* Gavril Roamer:
	+ Fixed facelift fender flare nodeGroup issue
	+ Fixed V8 models featuring incorrect lettering
* Ibishu Covet: Fixed front turn signal flares not breaking
* Ibishu Hopper: Fixed crawler front suspension binding
* Soliad Wendover:
	+ Fixed hood hinge meshes twisting when hood opens
	+ Fixed right mirror reflection again
	+ Minor tweaks to interior materials
* Wentward DT40L: Fixed mesh triangulation issue with seats
* Miscellaneous:
	+ Fixed errors caused by removing DSE parts from modern cars
	+ Fixed Dryvan ‘BeamNG’ skin not working with loading ramp

Levels: Fixed broken water block (swamp) on East Coast, USA
Walking Mode: Path camera can be used while in walking mode
Game Engine:
* Fixed Remote Control QRCode not generating
* Fixed temporary texture being used when Texture Cooker finished
* Fixed file extension correction logic, added a warning message when correction take place
* Fixed crash on world loading (related to Material being undefined or without a name)
* Fixed vehicle resetting when there is a coupled trailer and the trailer was spawned before the vehicle
* Fixed camera issues after removing or replacing a coupled vehicle

World Editor:
* Do a “jump to position” only when double clicking an item in the scenetree
* Fixed empty entries in the scenetree when “Near Objects” is active
* Changed brush color to red for terrain painter
* Fixed error that could occur when the scenetree couldn’t find a root node
* Cam Path Editor: Fixed error when changing “Time to next” field on the last node when “looped” is active
* Fixed the editor not working in some cases when loading a level through Flowgraph