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Releases: KumaraKyle/BeamSplit

v1.7.0

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@github-actions github-actions released this 20 Aug 11:24
73d1f3b

What's Changed

New Contributors

Full Changelog: v1.6.2...v1.7.0

BeamSplit v1.6.2

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@KumaraKyle KumaraKyle released this 18 Aug 08:46

BeamSplit v1.6.2 keeps the launch film moving while Windows or a child process stalls.

  • The complete launch pipeline now runs on a worker thread, including instance repair,
    mod and input deployment, process startup, launcher waits, and window discovery.
  • Blocking filesystem/process calls can no longer pin WPF's cinematic render loop.
  • Launch telemetry remains live through its thread-safe snapshot channel.
  • Integrated-console updates now run below WPF render and input priority, so bursts of
    BeamMP or BeamNG output cannot starve animation frames.
  • The sustain loop remains time-based: delayed frames catch up smoothly instead of
    leaving the blocks frozen at an old position.

Validation: Release and portable publish completed with 0 warnings and 0 errors. The
shipping EXE passed the complete headless test suite, including zero-copy mod junctions,
BeamMP client patching and auto-join, audio isolation, window-layout regressions, and the
full real-machine setup checklist. The active BeamNG session was left untouched.

BeamSplit v1.6.1

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@KumaraKyle KumaraKyle released this 18 Aug 08:40

BeamSplit v1.6.1 makes personal mods genuinely shared and zero-copy.

  • Every player profile now mounts the same existing mod library through a Windows
    directory junction instead of storing another copy of each ZIP.
  • The normal BeamNG mods\repo folder is detected by default, so every local player
    sees the same packages immediately with essentially no additional storage.
  • BeamSplit never writes to the mounted source library.
  • The multiplayer folder is excluded from the mount, keeping the pinned BeamMP client
    and server downloads isolated.
  • The Mods page is simpler: one switch shares the library with all local profiles;
    per-package checkboxes now mean only “BeamMP server sends this.”
  • Server packages still support curated BeamSplit mod packs and remain tracked so
    hand-installed files are not overwritten or removed.

Validation: Release and portable publish completed with 0 warnings and 0 errors. The
shipping EXE created junctions for two temporary player profiles, read one source ZIP
through both, removed both links, and verified that the source remained untouched. All
existing BeamMP, auto-join, audio, screen-layout, and setup checks also passed.

BeamSplit v1.6.0

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@KumaraKyle KumaraKyle released this 18 Aug 07:15

BeamSplit v1.6.0 adds a safe personal and server mod manager.

  • New Mods page automatically finds ZIP packages in the normal BeamNG user folder.
  • Each package can be copied to every local player profile, published by the local
    BeamMP server, or used in both places.
  • The normal BeamNG mods folder remains read-only; BeamSplit writes only to its own
    managed player folders.
  • BeamSplit tracks its server files, so hand-installed packages in Resources/Client
    are never removed or overwritten.
  • Multiplayer downloads and the pinned BeamMP.zip are excluded from discovery.
  • Selections refresh automatically before launch, with a clear restart reminder when
    the local server is already running.
  • BeamMP auto-connect now waits for native auto-login before attempting guest fallback,
    preventing authentication replies from racing.

Validation: Release and portable publish completed with 0 warnings and 0 errors. The
shipping EXE self-test passed managed mod install/remove/source-preservation, BeamMP
client patching, auto-join, audio isolation, screen layout, and the full setup checklist.

BeamSplit v1.5.1

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@KumaraKyle KumaraKyle released this 17 Aug 16:21

BeamSplit v1.5.1 removes the repetitive BeamMP menu routine.

  • Each BeamMP instance now requests guest login automatically.
  • Once authenticated, it Direct Connects to 127.0.0.1 using the port from BeamSplit's ServerConfig.toml.
  • Connection is event-driven through BeamMP's own Lua API—no simulated menu clicks.
  • Failed early connection attempts retry at a guarded interval until the session starts.
  • Auto-join is enabled by default and can be disabled under Settings → Session behaviour.
  • Solo sessions and the original BeamNG installation are untouched.

Validation: Release build completed with 0 warnings and 0 errors. The packaged self-test passed the BeamMP auto-join resource and temporary ZIP install/remove regression, along with all existing setup checks.

BeamSplit v1.5.0

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@KumaraKyle KumaraKyle released this 17 Aug 16:04

BeamSplit v1.5.0 is the first public portable release after Release 1.

Highlights:

  • Reliable multi-instance controller routing with Proto Input, XInput isolation and devreorder support.
  • More dependable startup tiling, live retile stabilization and configured multi-monitor layouts.
  • Parallel player launch pipelines behind a new fullscreen launch film with live per-player progress.
  • Per-instance audio controls, background audio and local-vehicle BeamMP mixing to reduce doubled sound.
  • A combined quick-play/setup workflow, first-run guide, cockpit tour and integrated process dashboard.
  • Portable OTA updates from this public GitHub release channel with GitHub-provided SHA-256 verification.
  • Hidden launcher and auxiliary console windows with their useful output routed into BeamSplit's console.

The download is self-contained for Windows x64; no separate .NET installation is required. Extract BeamSplit.zip and run publish/BeamSplit.exe, or download BeamSplit.exe directly.

Validation: Release build completed with 0 warnings and 0 errors. The packaged self-test passed detection, audio hooks, monitor/layout regressions, controller assets, BeamMP version matching and all setup checks.