- A close x on the tuning lab. It runs the same toggle as the T key and the collapsed chip, so all three ways of closing the panel agree about the cursor.
- The tuning lab has a new look: a near-black card with a 16px radius and a hairline border, the kit accent on the active control, and pill slider tracks with a flat accent fill. Key chips are pure white on their plate so the legend stays readable against it.
- Text in the panel has a hierarchy now. The stylesheet declared no font size at all and rode the engine default; it sets 16/14/13 with real line heights.
- A dial dragged to the bottom of its range still reads as a pill instead of an empty track, and the track lights up under the cursor.
- The tuning lab was drawing with almost none of its intended styling. Its stylesheet carried six border shorthands with a border-style in them, which is a parse error in the engine's CSS that throws away the entire sheet. Those are gone, along with two box-shadows, an inset shorthand and a gradient fill the engine does not support.
- The dials are still one long list. Grouping them behind Engine, Suspension, Tires and Brakes tabs needs real tab state, so it is a later build.
- Opt-in per-car Sport dials on CarDefinition: SportTcSlipTarget and SportStabilityScale, so RWD cars can get their own Sport-mode traction and stability without touching Casual
- Air-attitude assist: AirPitchDampTau on VehicleController damps airborne pitch so cars land flat off jumps, and the handbrake bypasses it for deliberate flips
- Faster baseline: default PeakTorque 150 to 180 and RedlineRpm 6500 to 7800, about 20 percent more acceleration and top speed out of the box, hand-tuned per-car values are untouched
- Reverse is no longer a crawl: ReverseSpeedCap default goes 4.5 to 20 m/s, every assist audited at full reverse speed, stability damps reverse fishtails, and the gearbox still refuses to slam into forward until near-stopped
- Chassis colliders ship slick with friction 0.1, so a bottomed or landing chassis keeps its forward momentum instead of losing it to contact friction, tire grip stays the wheel model's job
- Wheel visuals no longer sawtooth against the body on high-refresh displays, the suspension offset now rides the engine's fixed-tick interpolation exactly like the chassis
- A driven wheel that leaves the ground now freewheels instead of flaring to redline, no more engine scream over jumps, mid-air upshifts, or tall-gear landings
- Airborne wheels wind down at bearing-drag rates, they no longer arrive at half road speed after a flight and brake the car on touchdown
- The demo pad no longer mirrors ghostly white copies of the cars, it ships a matte material of its own
- Traction control does not act in reverse, reverse wheelspin is bounded by the drive-side rev cap instead, a proper TC pass is on the roadmap
- Live tuning lab in the demo scene. A small T chip sits top-left from the moment you spawn; press T to expand it into the full lab: sliders for grip, drive torque, suspension stiffness, damping, travel, and brake force, plus assist presets (Casual / Sport / Sim), tire compounds (Stock / Street / Sport / Offroad), and a reset-to-stock button. Every change applies to the running car instantly, and the camera hands you the cursor while it is open.
- Switch between the four cars with [ and ] (d-pad left/right on gamepad), same bindings as Vehicle Prototyping. The camera, your controls, and the tuning lab all follow along, and a key legend up top-right reminds you.
- Modeled blockout cars. All four roster cars now spawn with stylized low-poly bodies and real cylindrical tires with rims instead of boxes and spheres. Visual only: the physics under them is unchanged.
- The tuning lab and the cursor-yield camera seam double as working examples for your own UI.
- Demo pad grown from about 200 m to about 1 km across, so you stop reaching the edge in seconds. Driving off the far edge still respawns the car.
- Wheels now spin the correct way while driving (they rolled backwards before).
- A car left near a stop now actually stops. No more endless creep with spinning wheels and skid noise unless you halted perfectly.
- The camera's cursor-yield hook now survives hotloading. If you wire CursorModalOpen from your own UI and hotload mid-session, the kit recovers instead of throwing on the next play.
- The demo keybinds use "Tune", "CyclePrev", and "CycleNext" input actions; consumer projects add them in their input settings, the README shows the exact entries.
- Parked demo cars now hold the handbrake and ignore your input devices from the moment they spawn. Previously there was a one-tick window where a parked car could read a live gamepad, and a resting trigger with a little drift reads as brake, which at a standstill engages reverse. That is why the Go-Kart could crawl backwards out of spawn on its own.
- Parked cars can no longer be nudged off their spawn marks by device noise or spawn settle, they stay put until the camera switches to them.
- The active car (the one the camera follows) still reads your devices directly by design. If your gamepad has heavy trigger drift the active car can creep at a standstill, unplug the pad or recalibrate if you see it.
- First public release of the Vehicle Physics Kit, the raycast-wheel stack that powers Vehicle Prototyping.
- Contact-normal suspension, slip-curve tires with a friction ellipse, and a full drivetrain with auto-clutch plus auto and sequential shifting.
- Per-car assist levels (Casual, Sport, Sim), spring-arm chase camera with orbit and scroll zoom, and placeholder engine and skid audio.
- Four ready-to-drive roster cars (hatch, coupe, kart, pickup) on primitive blockout bodies, no art needed to start driving.
- A bundled demo scene: install the kit, open vehiclephysics_demo, press play.
- Seams for making it yours: CustomBodyBuilder swaps in your own car models, InputOverride lets an AI or replay drive, CursorModalOpen plays nice with your UI.
- Full README with quickstart, API tour, seam list and required input actions.
- Kart stuck-turn fix ported from upstream Vehicle Prototyping: cap-aware drive torque rolloff plus a Casual traction control floor relaxation, so turning hard under power no longer locks you into the turn.
- Demo quality of life: only the car the camera follows listens to your keys (one W press no longer launches the whole row), and cars driven off the pad edge respawn on their marks instead of falling forever.
- The cars are ugly boxes on purpose. This is a physics library, your game brings the art.
- First generation release: the core physics is proven in a shipped game, but the API surface may still move.