BeamNG has officially released version 0.36 of BeamNG.drive, introducing a summer update focused on tool enhancements, creator features, and a shift away from legacy system support, plus two new vehicle remasters with the Burnside and the Ibishu Mirimar!

Vehicle & Physics Updates​

Although no entirely new vehicles have been added in this update, foundational improvements have been made to the game’s physics systems and object interactions. These backend enhancements are intended to support upcoming vehicle remasters and content expansions, providing a more robust environment for future releases.
The two new remasters, Mirimar and Burnside, are both cars that have been at the top of the community’s list for some time now. To see both cars in all their 2025 refined glory is a significant step forward!
Alongside the new vehicle remasters comes the debut of two major configurations for the Gavril MD-series, a school bus and an armoured truck! Both of which have multiple other configurations available.

End of Legacy OS Support​

With this update, BeamNG.drive now offers full compatibility exclusively with Windows 10/11 and Ubuntu 22.04 or newer. Support for Ubuntu 20.04 has officially ended, meaning that users still running that version—or older versions of Windows—will need to upgrade in order to access future updates. Users who cannot upgrade are advised to remain on version 0.34.2.

New Tools for Creators​

Version 0.36 introduces the Building Architect Tool, which is currently in an experimental stage. This tool allows users to generate and edit buildings procedurally, adding a powerful new option for map creation and customisation. The World Editor has also received significant improvements, including enhanced features for the Biome Tool, an updated JBeam workflow, and the addition of a new utility prop known as the Roof Crasher Tester. These upgrades are designed to support more detailed and efficient content creation workflows.

burnside-0.36-chnages.png

Bug Fixes & Quality-of-Life Improvements​

The update includes numerous bug fixes and performance optimisations designed to improve stability across the game. Refinements to map tools and in-game props contribute to a smoother and more responsive editing experience. While these changes may be less noticeable to casual players, they represent significant quality-of-life improvements, particularly for modders and content creators.

burnside-beamng-0.36.png

Key Changes in v0.36​

The update ends support for Ubuntu 20.04 and older Windows versions, encouraging users to upgrade to Windows 10 or 11, or Ubuntu 22.04 and later. It introduces a draft version of the Building Architect Tool and brings updates to several core development features, including the Biome Tool, JBeam workflows, and map editing props like the Roof Crasher Tester.

Although no new vehicles are introduced, the update focuses on foundational improvements that will support future content with the two vehicle refreshes. The changes to the ‘Radial Menu’ are also very welcome with the app becoming less cluttered and easier to navigate after the mess it was left in after 0.35.

Stability fixes and general refinements further enhance the user experience, especially for those who engage with the game’s modding and development tools.

In summary, version 0.36 of BeamNG.drive emphasises creator tools, drops support for outdated operating systems, and introduces improvements that will serve as a springboard for future content and vehicle enhancements. While not a flashy content drop, this update is a strategic and technical step forward in BeamNG’s ongoing development. Plus, who doesn’t like trying to take down an armoured truck!

Check out the Full Patch Notes down below!

Vehicles​

Gavril MD-Series: School Bus and Armored Truck

  • Added new School Bus variant
    • Short (type B) and long (type C) versions included
    • Features working warning lights, folding crossing arm and stop sign, exterior light monitor, openable emergency exits, strobe light, old style crossover mirrors
    • Control panel with many functional buttons and switches
    • Other than standard school bus variants, configurations also include prison buses, derby buses, off-road, JATO and ram plow buses
      For performance reasons, the crossover hood mirrors don’t have the dynamic mirror support enabled by default. You can equip dedicated dynamic variants via parts selector, but expect a significant performance loss.
  • Added new Armored Truck variant
    • Featured in 3 configurations: bank truck, police truck, and a custom traffic destroyer
    • Extremely durable body and hardened glass make the truck nearly immune to side and rear impacts
    • Features realistic working door locks, with the front ones controlled manually via switches, and the rear ones locking automatically
    • Unique expensive loads available in parts selector: money bags and pallets
  • Other improvements
    • Added ability for suspension axles to come detached from the frame
    • Added rear shock options, equippable in the parts selector
  • REFRESHED VEHICLE: Burnside Special
  • Autobello Piccolina
    • Converted gauge materials to PBR
  • Bruckell LeGran
    • Re-tuned deformation of passenger cell
  • Bruckell Moonhawk
    • Fixed missing ECU slot on 309 CUI ‘Solace Eight’ V8 engine
    • Converted gauge materials to PBR
  • Cherrier FCV
    • Updated Vivace EV drive modes to better match ICE versions
  • Civetta Bolide
    • Fixed breaking issues with Targa roof
  • ETK 800-Series
    • Fixed no texture issue on Drift config gauges screen
    • Fixed mesh breaking issue on the pillars
    • Fixed 2nd UV Map on Sunroof
  • ETK I-Series
    • Re-tuned deformation of passenger cell
    • Converted gauge materials to PBR
  • ETK K-Series
    • Fixed missing name of trim lettering slot
  • FPU Wydra
    • Fixed displayed name in career mode
  • Gavril Barstow
    • Converted gauge materials to PBR
  • Gavril Bluebuck
    • Converted gauge materials to PBR
  • Gavril D-Series
    • Fixed gas pedal clipping through the floor on full throttle
    • Fixed broken gauge materials setup and converted to PBR
    • Fixed smoothness on RoadSport fog lights
    • Reduced polycount of the window net
  • Gavril Grand Marshal
    • Fixed base steering wheel being slightly off center
    • Fixed broken setup on gauge materials, improved textures and converted to PBR
    • Converted badge materials to PBR
  • Gavril H-Series
    • Converted gauge materials to PBR
  • Gavril Roamer
    • Fixed issue with wrong shifter position when police flashers were equipped
    • Fixed broken gauge materials setup and converted to PBR
  • Gavril T-series
    • Concrete mixer: JBeam structure adjustments, tweaked rigidity, strength, deformation and weight
    • Adjusted V8 engine torque curve
    • Tanker upfit: fixed incorrectly set up functions for dynamic load nodeweight and beam values
  • Hirochi Aurata
    • Improved engine oil pan protection with updated skidplate structure
    • Fixed mesh breaking of rear body when rear fenders detach
  • Hirochi SBR4
    • Fixed navigation boot up screen being stretched and its design slot not working
  • Hirochi Sunburst
    • Replaced navigation boot up screen with a dedicated one
    • Fixed a typo in drift suspension Tuning menu
    • Fixed trunk trigger still being a little bit off center
    • Fixed navigation screen being unbreakable
    • Fixed issues with rally spare tire mount breaking the seats and other parts
  • Ibishu Covet
    • Fixed fuel tank capacity being too small
  • Ibishu Hopper
    • Re-tuned deformation of passenger cell
    • New design for roll bar JBeam
    • Reduced polycount of the window net
    • Converted gauge materials to PBR
  • Ibishu Pessima (1996)
    • Re-tuned deformation of passenger cell
    • Fixed broken light material setup
  • Ibishu Pigeon
    • Re-tuned deformation of passenger cell
  • Soliad Lansdale
    • Re-tuned deformation of passenger cell
  • SP Dunekicker
    • Reduced polycount of the window net
  • Wentward DT40L
  • Simplified traffic vehicles
    • Added fading lights to all relevant traffic vehicles
  • Trailers
    • Fixed console warnings on some trailers
    • Small Flatbed Trailer: updated to use the newer couplers system
    • Tanker trailer: fixed incorrectly set up functions for dynamic load nodeweight and beam values
  • Props
    • Soft Track Barrier: Increased weight of all variants in an attempt to fix the instability issues
    • Sawhorse: Remastered the prop with improved art and JBeam
    • Gate: Converted prop to PBR materials
  • Common
    • File cleanup and optimization
      • Removed many single color or blank texture files and replaced with material values to optimize VRAM usage
      • Material files cleaned up, with outdated systems and old leftovers removed
      • Matched values of accessory and off materials for screens
      • Fixed and updated HTML screen materials to PBR
    • Replaced some square triggers with round ones on some vehicles where they fit better
    • Fixed tow hitch mesh error on common truck flatbed upfit
    • Adjusted car paint colors for improved visual consistency across all models

Levels​

  • West Coast, USA
    • Improved collisions
      West Coast got a big update on collisions.
      A lot of high poly collisions were optimized, mainly in the city area, resulting in a slight decrease of memory usage.
    • Switched all materials to PBR (Physically Based Rendering)
      All materials in West Coast were updated to PBR and improved with a resulting memory gain.
      Many groundcover and foliage elements were kept non-PBR for lighting properties yet to be fixed.
    • Fixed most of the main visual issues around the map, including:
      • Textures stretching
      • Non-welded vertices
      • Holes in buildings
    • Foliage update
      • Updated eucalyptus trees library
      • Updated cypress trees material
  • Showroom
    • Updated global environment map
      Level reflection has been updated with an HDR reflection that matches its visuals and lighting.

Gameplay​

  • Mission Marker and Mission Screen Improvements
    • Mission Markers now have a smaller shape and are more clear when you interact with them
    • All mission positions have been adjusted to be less intrusive when driving: usually from the middle of the road to the roadside
    • The Mission Details Screen has been updated for improved controller/gamepad interaction
    • Navigation markers and collectible icon meshes for missions have been updated:
      • Updated all collectible icons shown in Marker Collection missions
      • Updated arrow ribbon marker shown in missions and on the navigation route
      • Updated arrow direction marker shown in missions and on the navigation route
  • New missions
    • Miramar Menace
      A golden era police evasion mission, where you must escape the police in your Miramar Ute, after the residents of East Coast USA have complained about your reckless driving.
    • Fragile Asset
      Chase down the stolen armored bank truck in your police interceptor and stop the thief. Be careful not to wreck the bank truck though, they are expensive to replace!
    • Outback Bangers
      A golden era banger race set out in the waste lands of Johnson Valley. Get ready to get down and dirty and go for the win.
  • New replay system for supported mission types
    Several mission types now allow the user to record their mission attempt through the replay system. This feature can be enabled/disabled using a toggle right above the “Start” button. Such mission types also have a new “Replays” panel to view the recorded attempts, from within the mission.
    The supported mission types are:
    • Drift
    • Time trials
    • AI races
    • Chase
  • Added advanced distance tracking for Chase missions
    There is now optional scoring based on average distance to suspect; UI is not fully implemented.
  • Added a wrapper function to quickly set up pursuit gameplay
    Currently, this is used for Chase and Evade missions.
  • Drag Race System
    General Improvements:
    • Added throttle override for the start launch, this will improve staging and better use the two-step system in many vehicles.
    • Minor improvements regarding performance in staging
    • Fixed issue that caused the reaction time not to be correctly processed in certain scenarios
    • Now the reaction time is not frame-rate dependent
    • The final time is now calculated as a time package that includes the 1/4 mile time and the reaction time.
  • Garage to Garage Missions
    The Garage to garage missions have been improved to the quality standard of all other missions:
    • Updated recovery system
    • Fixed abandon button
    • New destination marker
    • Improved flowgraph implementation
  • Bus Missions
    The Bus missions have been improved to the quality standard of all other missions:
    • Updated recovery system
    • Fixed abandon button not working properly
    • Improved flowgraph implementation
  • General mission balance and improvements
    Star award balance and AI driver strength balancing on many missions across the game.

User Interface​

  • Main Menu Overhaul
    • Reorganized menu structure for improved user experience. It is now split into two pages:
      • the Main page which shows Quick-Start Experiences, Freeroam, Career and More…
      • the More… page shows all other game modes
    • Added dedicated Quick-Start Experiences section to help new users experience the game in a more streamlined way:
      • This includes 5 Freeroam-based experiences, which will load a level and set up vehicles and environments in the same way one can do in Freeroam. Think of it as “Freeroam with presets”.
      • It also includes 10 Challenges that showcase the broad range of scripted gameplay. These have been picked to be quick and easy to get into.
    • Improved visual design and interaction feedback for buttons
  • Radial Menu improvements
    • Added customization: you can now change action slots in the root menu as well as in the Quick Actions categories
      • You can reset radial menu customization and action history in Options -> User Interface
    • Organization Cleanup: some items have been moved around, added a new “Repair” category on Freeroam Actions
    • Improved icons of some actions
    • Added and improved actions:
      • Improved the explosion effect of the “Boom!” action
      • Fill and empty fuel tanks
      • Fling down and Boost backwards
      • Force field now has an “attract” mode in addition to “repulse” mode
      • Randomize vehicle, paint or route
      • Follow and race route AI commands, disable AI command
      • Repair all vehicles
      • Time of Day and Tiremarks control and Environment menu shortcut
    • Easily set up a race to a random location with a few clicks!
      • Freeroam Actions -> Manage Vehicles -> Clone current vehicle
      • Freeroam Actions -> Fun Stuff -> Other -> Random Vehicle or Randomize Colors
      • Freeroam Actions -> Fun Stuff -> Other -> Random Route
      • Freeroam Actions -> AI -> Race Route
      • Bind these actions to the radial root menu for quicker access.
      • Spawn a bunch of cars, use Freeroam Actions -> Manage Vehicles -> Switch controlled Vehicle to quickly swap and randomize each car.
  • Improved Photomode
    • Reworked Depth of Field controls:
      • Easier and more intuitive to control blur, focus point and aperture.
    • New “Smart Auto-Focus” feature:
      • If your car is on screen, the camera will focus on it. Otherwise, it focuses on the center of your shot.
    • Added “Extra Features” section:
      • Ability to Save & Load Camera
        • Quickly jump back to your favorite camera angle
      • Ability to Save & Load Photomode Settings
        • Quickly restore your settings
      • Added “Clear Tire Marks” and “Reset PostFX” buttons
    • Improved grid overlay with a tiny crosshair overlay at the center of the screen

      Design

    • Updated most UI elements to use consistent corner rounding for a more cohesive look
    • Improved appearance and interaction feedback for buttons
    • Improved dropdown menus for better visual hierarchy and improved usability
    • Improved text input boxes with better focus indicators and styling
    • Improved interface scaling for different screen sizes
    • Improved handling of content that exceeds available space
    • Updated garage interface with base components and improved the layout
  • Performance Graph panel (Ctrl-Shift-F)
    • Included some additional CPU metrics, providing more fine-grained measurements
    • Eliminated the confusing use of “m” milli suffixes in the timing numbers
    • Improved choice of rainbow colors for better visibility of labels
    • Easier to reach option menu checkboxes
    • Reduced wasted empty space, the graphs are now bigger and the chosen vertical scale of graphs has been improved
    • Fixed the physics rate working incorrectly while the simulation is paused
    • Fixed a rare bug where having the Performance Graph panel active could, in some rare cases, impact framerate more than it should
    • Added new framerate metrics related to User Interface
      This can help diagnose issues or the impact of user interface workload.
      Note: if the metric name contains ‘main’, then it’s related to the main UI alone (and not dashboards, license plates, etc).
    • Minor internal improvements to how the metrics are measured
  • UI Navigation
    • Added support for using the left analogue stick to navigate menus
    • Improved navigation throughout the interface using controller inputs
    • Improved visual representation of control bindings
  • Vehicle Configurator
    • Part selector
      • Improved interface
      • Better persistence and navigation when choosing vehicle parts
      • Better handling of automatic part application vs manual mode
    • Paint
      • Overhauled the vehicle painting interface
      • Added close to real material preview
      • Improved preset system with better organisation
    • Added reset buttons to the parts menu and tuning menu
  • UI Apps
    • Racing Apps
      • Drag race enhancements: Better tree lights and racing interface
      • Rally pacenotes: Updated visual pacenotes with improved distance colour coding
      • Mission progress: Enhanced mission progress bar with better colour schemes
    • Improved notification system for better user feedback
    • Enhanced countdown display for racing events
    • New flexible data display system for various gameplay scenarios
    • Improved memory usage and texture management in Navigator UI App (this change also helps with dashboard navigators)
  • Improved time-of-day slider in environment menu: it now shows noon at the center, and midnight in the corners
  • Improved fog slider in environment menu, making it easier to control the amount of fog
  • Added a new loading screen hint that was suggested in this comment on Reddit
  • Improved a message shown on screen when the GPU fails to respond, including tips on possible reasons
  • Improved controller navigation with defined scoping boundaries
  • Added max length to career save name and fixed styling for long names
  • Bug Fixes & Stability
    • Fixed issues related to dynamic tooltip updates
    • Resolved various focus-related issues with gamepad navigation
    • Fixed a bug where the window title text might not always reflect if the window is in background
    • Fixed some startup error dialogs showing outdated text
    • Fixed the loading screen sometimes not refreshing at the intended update rate
    • Fixed route animation speed in overview map for different framerates
    • Fixed switch input losing focus styling when changing a value
    • Fixed career save list to prevent the menu button from exiting the screen when managing or updating a save

Early Preview: Career Mode​

  • Part Customization Improvements
    • When adding a new part to a vehicle, the subparts are filled with parts from the inventory if they fit
    • Slots in the list are now sorted alphabetically
    • Implemented various UI tweaks
  • New vehicle selling system
    • Allows the user to put their vehicle up for sale and get different offers over time
    • User can choose which offer to accept, and which ones to decline
  • Refactored dealership system
    • The inventory of dealerships will now update over time instead of all at once
    • Will now show vehicles as “sold” if they have just been sold
  • Added the ability to rename vehicles (the name shows up, for example, in the inventory menu)
  • Unpainted parts (like after a repair) will now lower the vehicles’ value
  • Repeatedly repairing parts will now lower the value with each repair
  • Fixed an issue where the computer menu would not open correctly if the opening trigger was very big
  • Fixed issue where the career would not load after selecting a career profile

Input & Force Feedback​

  • Added new gamepad vibration system (currently only for Xbox controllers)
    If you’ve never changed the steering setting of your controller, the new vibration will be active by default. If you have changed any settings of the “steering” input binding on the xbox controller before: To get the new vibration
    1. Go into “Options” -> “Controls” -> “Vehicle” and select the “Steering” binding of your xbox controller
    2. Make sure “1:1 steering angle” is set to 0 (otherwise your gamepad will use the old, outdated form of vibration)
    3. Scroll down to “Force Feedback Configuration” and make sure “Enabled” is checked
    4. A good starting value for the “Strength” slider is around 100 (this is the new default, and you can adjust it to your liking).
      You can disable vibration by going to “Options” -> “Controls” -> “Vehicle” and select the “Steering” binding of your xbox controller. Then scroll to “Force Feedback Configuration” and uncheck the “Enabled” option.
  • Inputmap files can now specify a custom pack of images
    The new json field is imagePack, and it allows to customize which icons will display on screen for each given input device.
  • Simplified force feedback smoothing configuration (secondary smoother options are always selected automatically now)
  • Fixed some cases where vehicle actions that weren’t active could still block other input actions from being used
  • Split the “Vehicle Specific” section in the controls menu into two sections “Installed Parts” and “Uninstalled Parts”

Audio​

  • Changed default speaker format from 5.1 to 7.1
  • Added new UI sounds
  • Added new latches sounds for armored truck and school bus

Rendering​

  • User Interface and HTML Renderer
    • Several optimizations in the way the render engine handles the pixel buffers of the user interface
      The overall performance improvement will be minor, ranging from unnoticeable in many cases, to single digit percent framerate gains in ideal conditions.
      Some of the optimizations may only trigger when using certain UI app layouts, in combination with using certain window or screen resolutions.
    • Added new checks to detect potential missing frames that didn’t reach the render engine
  • Depth of Field Improvements
    • Blur quality has been improved for a smoother and higher quality result. Maximum blur size has been increased.
    • Depth of Field is now resolution independent:
      • The effect will look consistent regardless of your resolution. This solves an issue where the blur would almost disappear on high resolution screenshots.

Game Engine​

  • Fixed issue where broken meshes would remain invisible if you reset all vehicles at once, instead of one by one
  • Very minor LUA optimizations to reduce the chances of stuttering
    These optimizations make use of the GC-free APIs as described in this section.
    Tip: modders who are doing programming work with LUA are advised to follow our optimization documentation to apply the same kind of optimizations that vanilla content and code uses.
  • Fixed potential minor performance loss, due to the menu system that was used by the no longer available old World Editor
  • Log files are now limited to 15k entries. This prevents buggy code/mods from using too much storage space, and also reduces the size of Support reports
  • Fixed some BC7 textures missing mipmaps
    This affect some BC7 textures we shipped with the game. It didn’t affect textures converted by the GameEngine it self
    BC7 is a type of texture compression we use for color textures
    mipmap is a precalculated image to reduce antialising artefacts, (could show up as grain film effect)

Vehicle AI & Traffic​

  • Fixed issues with the scatter traffic function
    Fixed vehIds argument; also prevented important vehicles from getting teleported.
  • Tweaked the traffic vehicle respawn function
    Slightly farther away from the player in most cases.
  • Reduced police strictness of intersection infraction
    Stop sign detection was inconsistent, so the maximum stop speed was raised by a lot to prevent false pursuits.
  • Improved AI detection and behaviour at controlled and uncontrolled intersections

World Editor​

  • Traffic Manager improvements
    • On traffic signals editor : Signal objects now stay linked if the signal instance got renamed
    • Improved error checking : checks and appends errors to the simLogs table
  • Traffic Manager: Added ability to use a flowgraph to manage vehicle AI
  • Traffic Signals Editor: General improvements; added a phases table to help with visualizing sequences
  • Mission Editor: Fixed a nasty bug where the vehicle selector would wrongly copy data if switching between multiple missions
  • UI Improvements
    • Added drag&drop support to Edit Modes toolbar
      Ctrl + Shift + Left Click to start drag-and-drop on the Edit Modes toolbar.
    • Added dropdown list for edit modes toolbar when there are too many items
  • Fixed broken mesh thumbnail preview in Asset Browser

Flowgraph Editor​

  • Added nodes: Setup Pursuit Gameplay, Predict Signal State
  • Fixed a rare crash while hovering over a link between nodes.

Virtual Reality​

  • Added display for any encountered issue when VR mode fails to start: a basic message will be visible on the top-right corner of the screen.
  • Fixed inability to activate VR in some cases when an untested VR headset or runtime was used. An application restart may now allow a proper VR initialization
    Previously, uncommon VR headsets that hadn’t been tested beforehand (such as those using Monado runtimes, Wine under Linux, and others), might be unable to start up. A mechanism has now been implemented, where certain category of issues will be solved after restarting the application once.
    In detail: due to the inability to reload/reconfigure our Vulkan renderer on the fly, while at the same time being able to enable/disable VR at any moment, meant we were unable to honor the Vulkan extension requirements provided by each different OpenXR runtime. As a temporary solution, a fixed list of extensions were always attempted to be loaded, which covered the vast majority – but not all – of headsets/runtimes. The extension requirements will now be gathered in permanent storage, and used during the next application startup.
    This very late fix has received little testing: if the issue is still happening for you, please report in the official VR forum thread. Thank you!

Launcher​

  • Added a language selector
    The launcher’s language selector will only affect the Launcher itself. The game will continue to use existing settings and will be unaffected. It will only list languages available with the game, Community translation are not compatible.
  • Fixed a silent crash to desktop while trying to clean cache. This could happen when any folder, file or mod contained certain characters, among other reasons
  • Fixed the sim crashing to desktop during launch if the user folder no longer exists or resides in a currently disconnected drive
  • Improved cache cleaning functionality to cover additional kinds of files (some image files that were missed in the past)
  • Fixed a missing user folder not being able to automatically trigger Safe Mode as a temporary workaround
  • Added button to delete cache files from individual old backup folders (previously you could only delete at once from all the old backup folders)
  • Improved the cache cleaning logic when you clean all old backup folders at once
  • Improved some user folder migration messages so they are easier to understand
  • Added transparent deletion of some outdated latest.lnk files
  • Improved logs when the launcher has trouble locating translation files
  • Added generation of debug files when a crash to desktop happens. This help us (devs) diagnose issues more easily

Cameras​

  • Fixed a bug that could cause the first marker of a path cam to be in the wrong position

Vehicle Systems​

  • Added support for aging of non-clearcoated paint
  • Fixed issue when trying to use non-existant lightbar mode
  • Fixed issue where clicking the pintle hitch did not detach it
  • Fixed custom electrics merging
  • Added backend for static & dynamic vehicle performance measuring

Powertrain​

  • Fixed incorrect thermals logic when losing coolant
  • Added ability to query all wheel propulsion devices

Modding​

  • Started the process of converting Triggers to Triggers2 on all vehicles
    • Triggers2 is the new system that was available on the Gavril T-Series and the truck trailers. It allows the trigger actions to be activated via customizable key bindings, which depend on installed parts on the vehicle
    • Commonly used actions, shared between many vehicles, are defined in vehicles/common/common_default.interaction.json. Vehicle-specific actions are in their own folders
    • We advise modders to perform this conversion on their mods, as it makes the triggers and input actions systems more controller-friendly. Check the rollback upfit Jbeam files for explanations in the comments how to convert triggers to triggers2.

Linux​

  • Fixed online integration to work on a wider range of distributions (such as openSUSE).
  • Improved detection of battery status on laptops.
  • Disabled keyring authentication popups on some distributions caused by CEF.
  • Assigning special keyboard keys (such as UP) in the Controls menu works normally now.
  • Inverted controllers’ Y axis to match Windows and Proton implementations.
  • Updated SDL2.
  • Fixed a crash while using the “Import Terrain” tool in the World Editor.
  • Fixed red-herring GPU warnings on Intel BMG.
  • Added category and comment to the BeamNG Linux desktop file.
  • Packing mods on case-sensitive filesystems is disabled.
    Packing mods on case-sensitive filesystems is not working correctly and skipping some files, therefore an error message is displayed instead. If you are creating mods on native Linux version, consider moving your user folder to a case-insensitive filesystem or packing mods manually.

JBeam​

  • Fixed camera nodes not being affected by new nodeOffset/Move/Rotate
  • Debug Visualizations
    • Added” highlighted only” node/beam modes

Lua API​

  • JBeam data related changes
    • core_vehicle_manager.getVehicleData(vid).vdata.slotPartMap added and is a table of:
      • Key: slot path (format: “/slot/slot/slot/”)
      • Value: part name (format: “part”)
    • lua/common/jbeam/io.lua:getCompatiblePartNamesForSlot(ioCtx, slotDef, slotMap) new parameter added
      • 3rd parameter slotMap added as an optimization
    • Fixed vehicleConfig.model not being set in some cases
  • Added vec3 and quat support for LuaJIT’s string.buffer encode and decode functions.
  • Added registerObjectWithIdSuffix function for SimObjects.
    Objects created with the createObject function need to have unique IDs while registering them; you can use the object:registerObjectWithIdSuffix(‘prefix’) function to register objects with unique ID suffix.
  • Improved detection of dangling SimObject references.
    Lua references to SimObjects (such as objects created with the createObject function) which don’t exist anymore will now properly raise an error on access. You can use the simObjectExists(object) function to check whether a Lua reference is valid or not.
  • Improved accuracy of vehicle Lua’s obj:getYawAngularVelocity()

What do you think about BeamNG’s 0.36 update? What else do you want to see the developers add? Let us know in the comments down below!


Nota: El contenido ha sido traducido por Google Translate, por lo que algunos términos pueden ser imprecisos

Fuente: https://www.overtake.gg/news/beamng-drive-v0-36-summertime-shakeup-update-is-here.3312/

Deja un comentario