- • Dedicated multiplayer architecture.
- • Static ghost for remote cars with owner livery + floating label.
- • Live wheels for remote relay ghosts.
- • Fade for ghosts: translucent near the local car.
- • New shaders + fixes for track materials (asphalt/dirt/ice/walls/minipads/skid).
- • Sky cubemap for track modules.
- • Redesigned votemap/countdown/leaderboard/chat, new Global/Map/Match chat with history.
- • Compact CheckpointCard: only TIME/SECTOR/KMH with colored delta (green=better, red=worse), moved to bottom-center.
- • Chat also mounts in singleplayer and is hidden in replay mode adn editor.
- • New birch trees with ~95% fewer vertices (FBX 469KB→43KB / 273KB→69KB).
- • Map leaderboard public name now matches the Workshop name.
- • Shader fixes for Tracks V4/Legacy materials (asphalt, dirt, ice, grass_block).
- • Wheel texture (reflection) fixed.
- • Cooldowns now count down by delta (hot-swap immune) + logs channel state every 10s when it can't connect.
- • Data-path diagnostics.
- • Leaving multiplayer no longer auto-rejoins the room.
- • Wheel colliders widened so the car doesn't sink
- • Chat dedupes by server timestamp (no more messages re-sent across sessions).
- • Hidden chat in the Editor.
- • Timetable HUD removed (replaced by the new Checkpoint Data).
- • Spline debug code removed.
- • Temporary skid debug logs removed.
- • Multiplayer still in test phase.
- • Contextual gameplay tip with situation detector, thresholds, events and HUD, plus a "contextual help" option.
- • Track V4: new snapped models, materials, prefabs, updated catalog and a LEGACY system supporting V3/V4 tracks via TrackVersion, incl. boost/slow minipads, walls and new materials
- • New curve 2 and curve 3 track pieces (tighter corners) for all surfaces incl. WL/WR variants
- • New dirt and ice track textures applied to all dirt/ice models (except Platform models).
- • Livery editor: new way to show/hide vehicle pieces while painting.
- • Checkpoint/Finish markers.
- • New intermediate HUD delta resolution tier for.
- • CheckpointCard UI with "VS PB" / "VS rival" reference.
- • SpawnGrounding system so the car spawns properly grounded.
- • New checkpoint/meta gates: lower, wider trigger volume with origin at base plus RaceBeacon.
- • Race scaffolding: CheckpointReference, MapValidation, SectorTiming, expanded TrackCloud, revamped WorkshopPanel with UI sounds.
- • New air-brake indicator for jumps.
- • Slide: handbrake can now also initiate drift/tech slide, with entry-speed tolerance to start drifting slightly below the minimum.
- • Ice handling: higher max yaw rate in ice slide increased and better response to steering, plus improved angled impacts.
- • Better car behavior on uphill/downhill slopes.
- • Better landing physics, plus expanded CarDebugState and telemetry tooling.
- • Less violent/smoother steering.
- • Consistent air drag during freewheel (no throttle).
- • Wider wheel collision geometry for better edge grip.
- • All Track V4 pieces resized smaller.
- • Physics tuning: lower center of mass, stronger air stabilization.
- • Big CarPhysics rewrite: low-curb handling, solid blocking contact, controlled bump-stop rebound.
- • Deterministic respawn: teleport processed before the tick's simulation so no pending forces leak into the respawned car.
- • Race countdown/spawn: local car registered and frozen the same frame it's created; countdown starts once the map is built (same clean boundary as retry).
- • Car spawn fixes (simplified map instantiator).
- • Boost pad fix in MinipadBlock.
- • Reverse gear fixed + two-wheel air driving.
- • Editor ghost: material is correct when swapping module/surface.
- • Platform module surface: proper ground/ice override with concrete as default; texture fix.
- • Checkpoint gate volume adjustments.
- • HUD delta panel too wide on low-res screens.
- • Gameplay tip recommendation visual fix.
- • Legacy physics removed entirely.
- • Track V4 ramp up/down and narrow_90_ramp models removed (all surfaces and wall variants).
- • Camera changes might cause some glitches.
- • Existing maps using ramp_up_down/narrow_90_ramp models may have broken references.
- Map catalog as a mosaic (Play → categories): cards with backend thumbnail, author, best time + medal and rating stars.
- GLOBAL rank chip (🌐 #rank) in the catalog, without total players.
- Country rank chips in the catalog and on the results screen.
- "Times played" metric in Workshop and catalog.
- Workshop: track explorer with folders, search, tier badges and downloaded filter.
- Editor: multi-select with Shift; Local mode rotates each piece around its own origin and Global uses the selection midpoint.
- Editor: X toggles Delete with the previous tool; L switches gizmo global/local.
- Editor: no map size limit and max objects per map (15,000 by default).
- New language: German (complete). Missing keys completed in French.
- Options: in-game name for the leaderboard (changeable in Options).
- Play: new "Join room" option.
- World-space checkpoint marker (HUD) with distance, occlusion and fade.
- Personal ghost toggle from the leaderboard.
- Live delta against centerline/PB when there's no completed ghost.
- Initial loading screen with spinner, title and map name.
- New props: birch trees and blocks.
- Ghosts now leave skid marks.
- Camera: tilt (roll) in corners and snap on car respawn.
- Physics v10: recalibrated suspension with more stable landings and no bounce against the track.
- Checkpoint and minipad detection by geometry (bounding box) instead of physics triggers.
- New LOD system with a "Draw distance (LOD)" option in Video settings (currently works on trees).
- Loading overlay while a map is downloading in the menu.
- Double-press F during the respawn cooldown returns to the last checkpoint.
- Options now load when the game starts.
- Race block interpolation in online matches.
- Simplified and more stable lobby.
- Re-tuned chase camera: closer and lower, with reduced max FOV.
- Minipads: activation area now fits the pad model's actual size.
- Translations synced (es/en/fr/pt/de), including the editor.
- Race block position interpolation.
- Leaderboard rival ghosts: no more duplicates or orphans after improving a time.
- Ghost invisible during the countdown without hiding its label.
- Temporary fix for "purple boxes".
- Compile error on livery upload retry.
- Language switching in the editor.
- Borders/curbs: the wheel no longer gets stuck or climbs walls.
- Checkpoints and finish line no longer block the car.
- Audio options and settings that weren't applied on startup.
- Tree LOD's visual glitch.
- UI no longer shows raw translation keys when joining a room directly.
- Crash when a checkpoint has an invalid order during a race.
- Editor: clicks on UI panels no longer leak into the world.
- Editor: checkpoint wireframe now matches its real detection size when scaled.
- Checkpoint and finish line colliders (replaced by geometric detection).
- "Purple boxes": the current fix is temporary; it may reappear on certain maps or configurations.
- LOD currently only works on trees.
- Subtick support for race mechanics.
- Portuguese & French localization (English set as default language).
- Editor v2 framework and selectable editor checkpoints.
- Liveries v2 system.
- Expanded multi-language support (i18n updates).
- Multiple UI and layout adjustments.
- Workshop backend handling and editor sheet integration.
- Solo mode logic ("Solo is solo now", before other people could join you in Solo).
- Multiple respawn bugs.
- Issue where multiple checkpoints were non-functional.
- Missing track icons in the editor.
- Broken or missing livery and asset images.
- Default editor ground plane.
- Bug Time of Track 1 was set as pb for other tracks
- Current world editor has limits
- Multiplayer text for those who join you is incorrectly displayed