Tags

Tags give the ability to mark specific points in history as being important
  • 0.6.2

    Release: 0.6.2
    Many fixes, many improvements all-around.
  • 0.6.0

    Release: 0.6.0
    Added split-screen multiplayer, exp. AI, improved UI, many fixes.
  • 0.5.5

    Release: 0.5.5
    Camera types, course editor improv., prop coll., refactoring, fixes.
  • 0.5.0

    c4e5aec2 · Updated notes. ·
    Release: 0.5.0
    Added traffic (exper.), improvements, fixes and a lot of refatoring.
    
    * Added experimental traffic feature, which can be enabled in course
    selection. Traffic vehicle specifications are read from the
    `data/traffic` folder.
    * Added experimental "jump" physics, which can be enabled in the options
    menu.
    * New layout for course selection state.
    * Improved course map drawing method performance through map geometry
    optimization and caching.
    * Removed hard-coded sizes of GUI elements. Now most of them are now
    resolution-dependent, including fonts, which are now properly resized
    after changing resolution on the options menu.
    * Added joystick input to **all** game states.
    * Added deadzone for joystick input in race state.
    * Added command line argument (`-v` or `--master-volume`) to set master
    volume factor.
    * Fixed behavior of the sprite contact offset property.
    * Fixed vehicle vertical positioning. Now vehicle should be drawn
    horizontally centered but bottom-aligned.
    * Fixed glitch where sprites were not being drawn player is near the
    course end/loop.
    * Improved curve "pull" behavior.
    * Added new fields to specify depicted turn angle for each sprite state,
    namely `sprite_depicted_turn_angles`,
    `sprite_depicted_turn_angle_progression` and
    `sprite_state<i>_turn_angle` (where `i` is the state index). Explanation
    for these new fields is available in the example vehicles.
    * Default value for sprite contact offset is 0 (zero) if left
    unspecified. If specified as `default`, explicitly, a value of 2px is
    assumed instead.
    * Default value for sprite frame size is now 60x35.
    * Added a few new engine sound profiles.
    * Added Drag 2 and Jump test courses.
    * Draw landscape color instead of cyan in course preview of the course
    editor.
    * Added missing "Exit" button to the course editor.
    * Improved built-in tachometer graduation sizing.
    * Revised some texts.
    * Fixed some makefiles.
    * Fixed minor glitches.
    * A **lot** of refactoring.
  • 0.4.10

    Release: 0.4.10
    Improved course editor. Engine sound reworked. General improvements
    fixes and a lot of refactoring.
  • 0.4.9

    6a770749 · Set version 0.4.9 ·
    Brakelights effect, shadow layer and other improvements.
    
    - Added customizable brakelights effect.
    - Added customizable shadow sprite layer.
    - Added capability to parse relative file paths.
    - Added new property 'sprite_frame_count', which allows one to specify
    sprite frame count for all states (instead of a per-state basis).
    - Allowing multiple def's per subfolder.
    - Added option to specify course music.
    - Display kph instead of km/h.
    - Rounding up dial tachometer max rpm to nearest thousand.
    - Improved performance of courses drawing, specially ones containing
    sprites.
    - WIP course editor state.
    - Updated fgeal submodule version to 0.7.2
    - A lot of refactoring.
    - Fixed lap info display offset.
    - Fixed background parallax.
    - Other fixes.
  • 0.4.8

    b0e4f4ab · Set version as 0.4.8 ·
    Release: 0.4.8
    Race types. Race ending logic. Laps logic. Improved UI. Fixes. 
    
    - Red outline on main menu selected item. Moved version to top.
    - Added transition animations to vehicle selection menu.
    - Optimized dial gauges drawing by caching geometric coordinates.
    - Fixed ingame background to make it resolution-independent.
    - Refactored some elements of race state.
    - Reduced unnecessary usage of pointers.
    - Added debug keybindings to change draw distance and camera depth.
    - Fixed gear shifting prediction and code.
    - Added race intro countdown.
    - Vehicle selection state now shows skin selection controllers.
    - Added optional displacement-dependant neutral gear RPM increase.
    - New settings icon.
    - New fonts.
    - Added logic for finishing race.
    - Added race modes.
    - Added red barn asset.
    - Added code to change resolution (not really well supported).
    - Added bar tachometer option.
  • 0.4.7

    2e3aab4c · Set version 0.4.7 ·
    Simulation and customization improvements. Joystick support.
    
    - New torque curve scheme. Now power band type is specified instead of a
    specific max. power/torque rpm. This was needed to fix the torque math
    and is meant to be a temporary approach.
    - New curve pull formula.
    - Added support for specifying course colors and landscape. Added 3
    builtin backgrounds.
    - Added joystick keybinds, using newer fgeal version.
    - New way to specify alternate vehicle sprites, with the possibility of
    specifying various items per sprite. Now alternate sprites are either
    simply an sheet filename or a external properties file. See examples for
    more info.
    - Improved braking simulation in Pacejka simulation scheme.
    - Added validation to vehicle properties file since additional
    non-vehicle-definition properties files may be present in a given
    folder.
    - Now vehicle's drag/lift area coefficients, frontal area, transmission
    efficiency, weight distribuition and center of gravity height can all be
    specified in the vehicle definition files.
    - Updated builtin cars perfomance figures.
    - Added icon.
    - A lot of refactoring.
    - Other small fixes.
  • 0.4.6

    5b06ec4c · Updated makefiles. ·
    Added makefiles, fixed Pacejka, other fixes and improvements.
    
    - Added experimental makefiles.
    - Finally fixed Pacejka / slip ratio simulation at low speeds.
    - Added switch to choose simulation mode.
    - Fixed bugs with neutral gear position.
    - No longer reset auto-gear switch when pressing 'R'
    - Improved syncing between engine RPM and wheel angular speed. Now it's
    no longer instantaneous.
    - Less air drag for bikes.
    - Fixed rolling resistance too strong.
    - Added simple downforce computation.
    - Added tire load sensivity to strafe speed.
    - Improved options menu ui.
    - Improved vehicle selection screen.
    - Removed topdown example from all build config. Create specific build
    configs for it.
    - Refactorings.
  • 0.4.5

    Release: 0.4.5
    A lot of changes. A lot of refactoring.
    
    ## Visual:
    - Added smoke animation sprite and showing test smoke.
    - Added paralax effects to background.
    - Added simple HUD timer and lap counting.
    - Added support for asymmetrical vehicle sprites ('sprite_asymmetric'
    flag)
    - Added support for alternative vehicle appearances ("skins"). Support
    is by declaring an additional property 'sprite_sheetX_file', where X is
    a positive integer from 2 to 9. Sprite frame dimensions, frame count,
    etc will all be treated as the same as the original sheet. Skins are
    selectable in the vehicle selection menu through Page Up and Page Down
    keys.
    - Added 'sprite_max_depicted_turn_angle' property to haste sprite anim.
    - Allowing individual x and y scale factors for vehicle sprite spec.
    - Created an offset corresponding to vehicle tire offset from the sprite
    bottom, named 'sprite_contact_offset'.
    - Added 'sprite_vehicle_width' property, to inform the vehicle width (in
    pixels) as depicted on the neutral angle sprite. This is useful with
    other information to automatically infer sprite scale. This value is
    optional and, by default, is 85.7% of sprite frame width.
    - Now scale is implicitly obtained from sprite_vehicle_width/height
    fields. A new property 'vehicle_width_height_ratio' can also be used to
    compute scale (if used, it will override the calculated value from
    vehicle_width and vehicle_height.)
    - Added 'sprite_keep_aspect_ratio' field to lock aspect ratio
    implicitly.
    - Added vertical vehicle movement when on slopes.
    - Fixed shaking car when stopped glitch.
    - Fixed incorrect vertical alignment of vehicles on race state.
    
    ## Sound
    - Added menu sounds.
    - Added sound for burning rubber from stand still and drifting burnout
    sounds.
    - Added sound effect when off-roading.
    - Added more engine sound profiles.
    
    ## Game logic
    - New reworked main menu, vehicle selection menu and course selection
    menu. Also added new options menu.
    - New default car sprite. New default car, with default state count.
    - Reading vehicle type (car (default), bike).
    - Added new Course information fields (name, author, credits and
    comments).
    - Added support for .
    - Adjusted course CSV format to allow specification of x, slope
    (pre-support). Also added support for road decorations (sprites), with
    fields for sprite ID and sprite displacement. Sprite ID's are registered
    in the .def file.
    - Finally fixed course loop bug.
    - Changed "no" to "none" to specify that a vehicle has no sound.
    - Reading additional optional information from vehicle file: 'authors',
    'credits', 'comments', 'engine_configuration', 'engine_aspiration', 
    'engine_valvetrain', 'engine_displacement', 'engine_valve_count'. They
    currently do not affect car behavior.
    - Added another test course in file.
    - Slightly less hard turns from generated courses.
    - Improved sloping randomness on random course mode.
    - Trees and bush appear in the random courses.
    - Added option to set speed to be displayed as imperial units.
    
    ## Physics
    - Now driving on grass and slopes affects performance.
    - Added torque curve scheme to motor simulation.
    - Allowed vehicle max. power rpm specification, changing engine
    behavior. Default max power rpm is still allowed, by default as
    (5*MaxRPM+1000)/6.
    - New auto-shifting RPM thresholds prediction.
    - Rolling friction is now 4x stronger (since it is for each wheel).
    - Accounting for new 'driven_wheels' property on tire simulation (front,
    rear, all).
    - Added weight transfer effects on grip from accelerating/braking.
    - Reading vehicle data about engine location ('engine_location'),
    affecting weight distribuition.
    - Wheel angular speed separated from RPM. Now can engage neutral gear.
    
    ## Other
    - Setting centered and fullscreen options from command line args.
    - Fixed memory leak on gear ratios by changing it to a std::vector.
    - On MinGW builds, use CDT internal builder due to a Gnu Make Builder
    bug.
    - Fixed some MSVC compiling problems.
  • 0.4.1

    A lot of refactoring and a few optimizations. No big functional changes.
    
    - Removed unneccessary call to fgeal::rest()
    - Improved and cleaned up vehicle sprite draw code.
    - Fixed unneccessary repeated creation of vehicle sprite instances.
    - Moved some magic values to constants.
    - Moved state classes to a "states" folder. 
    - Moved pseudo3D classes outside folder.
    - Moved Box2D-based classes to a box2D folder.
    - On topdown example, D key now toogles visibility on all texts on
    screen.
    - Updated fgeal submodule to 0.5.6
  • 0.4.0

    c97777cf · Set version as 0.4.0 ·
    Release: 0.4.0
    Set the new pseudo-3D implementation as the official.
  • 0.3.0

    Release: 0.3.0
    Added sound/music/text test. Using fgeal as library layer. Fixes.
    
    0.3.x denotes versions that started to use fgeal.
  • 0.2.9

    b99792ef · Bumped version to 0.2.9 ·
    Release: 0.2.9