Releases: KumaraKyle/BeamSplit
Release list
v1.7.0
What's Changed
- BeamSplit 1.7 public beta by @KumaraKyle in #1
- Relicense BeamSplit 1.7 under AGPL-3.0-or-later by @KumaraKyle in #6
New Contributors
- @KumaraKyle made their first contribution in #1
Full Changelog: v1.6.2...v1.7.0
BeamSplit v1.6.2
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
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\repofolder 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
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
BeamSplit v1.5.1 removes the repetitive BeamMP menu routine.
- Each BeamMP instance now requests guest login automatically.
- Once authenticated, it Direct Connects to
127.0.0.1using the port from BeamSplit'sServerConfig.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
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.