The 2020 Summer Release – BeamNG v0.20

Today we are happy to announce that v0.20 is live! This update brings a number of long-awaited improvements as well as some surprises that we hope you will enjoy. Let’s dive into the details!

Up first we have the final phase of the Gavril Roamer Remaster. The car received a major overhaul to bring it up to the latest quality standards – most textures along with several meshes were completely redone and interiors were renovated. In addition, we are introducing a new facelift version that comes complete with its own set of parts, like wheels, lights, body panels, and more! With Roamer’s renovations complete, we will begin work on these same final improvements for the D-Series and H-Series, expect more news with the later updates.

Major changes were implemented in the vehicle loading system, which significantly reduced loading and re-loading times.

In even more exciting news, this update brings the renovation of Industrial and Port maps. We’ve completely reworked and merged the two classics together. Now an even bigger and densely populated area, it includes new textures, props, and points of interest. For those of you who love a good challenge we are introducing a new unique playground – Containerland, where the fun cannot be contained!

World Editor 2.0 received further improvements along with a new theme, improved selection and preview options, and a polish pass on UI and Camera Path tool.

And lastly, as some of you were quick to figure out from one of our teasers, we are introducing water flow and river physics simulation. The system is still WIP, and the audio component will be released in the coming updates.

Highlights

Gavril Roamer Remaster



Industrial & Port Remaster



Vehicles

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 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 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 D-Series/H-Series/Roamer Retextured chassis and underbody parts Added new transfer case and inline 6 meshes





Hirochi SBR4/eSBR 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

Ibishu Pessima (1988 – 1991) 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



Ibishu Pessima (1996-2000) 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



Shipping container New prop: 40ft shipping container with openable 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: New shape reduces view obstruction. It will maintain the same size on-screen and direction itself toward the camera to be clearly visible at any distance

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Improved hit detection for checkpoints

Industrial: 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

Levels

East Coast USA Fixed a hole in the town base mesh Fixed z-fighting on some signs Added minimap



Gridmap Fixed various floating rocks

Industrial and Port remaster & merge



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

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 soundbacks for stock (these were leaked in 0.19 and assigned to all i4 classes)

New 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 coef detached from trigger coef

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

Bugfix: 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 be loading 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+PageUp, Shift+PageDown change field of view now

Input and FFB

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 FFB values for Logitech G29

Vehicle loading changes

tl;dr: vehicle loading is faster, (v0.19: 0.521 sec vs v0.20: 0.172 sec) especially with CTRL+R

Vehicle loading (jbeam) is now happening on the GameEngine (GE) side instead of the physics. This enables up to do much better performance optimizations 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.

Code cleanup and refactor: now everything is nicely organized in lua/common/jbeam

Vehicle Material loading switched to Lua

Improved error messages within jbeam loading: On part mismatches, on Part slot preprocessing, etc.

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 editor now lives inside the world editor

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)

UI

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 ingame console appearance (based on the old console)

Set keyboard focus to the input field whenever ingame 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 are 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 PROGRAMMING

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

Misc

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. The value is in meters per second

Replay system refactor/cleanup. No new features yet. Coming in the later updates

Fixed Launcher reporting the wrong NVidia driver version

Fixed crash on certain sound objects during replay

Fixed vcomp140 being an unneeded dependency for the game

An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.

Instructions on how to update the game here.