- New bindings for sequential gear shifts (should be a lot more reliable than secondary CM bindings);
- Collider-based LODs updated: shading and shape are a lot closer to actual models;
- New splitscreen race mode (moved from Custom Rendering Modes module, with a bunch of fixes too)¹;
- New option for hiding distant drivers;
- Traffic mode got a top speed multiplier option, as well as a bunch of fixes and performance improvements;
- Delaying system bindings works in fullscreen mode¹.
Fixes
- Lua audio fixed;
- AI drivers no longer leave pits all at once;
- OpenVR postponed swap doesn’t affect FFB anymore;
- Real Feel Braking sensitivity with cars using LUT lookup and non-100% max in settings fixed
- Collider-based LODs are compatible with LODless cars limit;
- New audio app: transmission volume can be linked to engine volume;
- Loading custom transmission volume setting fixed;
- Bindings for car switches G/H/I/J added to the list;
- Setup tabs order for cars with custom physics fixed again;
- New Modes and Custom Rendering Modes modules are always active (they won’t waste any resources unless activated);
- VAO patch is correctly applied to driver LOD B;
- Shadowed wheels and driver apply to more than just the few nearest cars;
- Plank wear should be included when saving car state;
- Custom driver modes load faster, issues with LOD B are fixed;
- AI payloads cache refreshes if KN5s have been changed;
- Rare crash with extra replay streams (like with brakes with temperature) fixed;
- Windscreen raindrops friction increased;
- Issue with controls conflict message when binding POVs should be fixed;
Some crashes when trying to load some super broken DDS textures fixed;
Few smaller bugfixes and stability improvements.