- 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.