BeamNG.drive v0.26.2 Release Notes
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
- 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
UI
- 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
andextensions.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
AI
- 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
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