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OpenCMR2 1.8.7

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@github-actions github-actions released this 07 Nov 20:07

Fixes

  • Fixed graphical corruption after Service Area by rendering reflections before the main scene and preserving depth/stencil contents. Includes the fix confirmed by the reporter of #46.
  • Fixed controller input reaching the Network menu while the Android text editor is open, including button releases when accepting or cancelling text entry (#49).

Android update

Install OpenCMR2-Android.apk over your current installation. This version can replace the issue #46/#49 test builds and keeps your saves.

Full Changelog: v1.8.6...v1.8.7

v1.8.6

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@github-actions github-actions released this 07 Nov 09:55

Full Changelog: v1.8.5...v1.8.6

v1.8.5

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@github-actions github-actions released this 05 Nov 20:05

Fix Cyrillic text being replaced by garbled Latin characters when outline fonts are enabled. Localized font atlases now retain their original glyph shapes and spacing.

Tested with the full Russian alphabet, uppercase and lowercase letters, including Ё/ё, through the OpenGL renderer.

Full Changelog: v1.8.4...v1.8.5

v1.8.4

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@github-actions github-actions released this 02 Nov 22:03

Full Changelog: v1.8.3...v1.8.4

v1.8.3

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@github-actions github-actions released this 02 Nov 12:46

Full Changelog: v1.8.2...v1.8.3

v1.8.2

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@github-actions github-actions released this 02 Nov 11:22

Full Changelog: v1.8.1...v1.8.2

v1.8.1

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@github-actions github-actions released this 02 Nov 10:59

Full Changelog: v1.8.0...v1.8.1

v1.8.0

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@github-actions github-actions released this 01 Nov 22:20

This release rebuilds the controls: keys, gamepads and wheels are bound to actions in the game and in controls.ini, gamepads rumble, and a gamepad's stick steers far more precisely.

  • Bind every driving action to keys, gamepad buttons, triggers, stick directions, wheel pedals or hat directions in the new Options > Controllers pages: choose the keyboard, the gamepads or a connected wheel or joystick, press the input for each action, and set the deadzone, steering curve and vibration. Inputs are named as on the device (A, Cross or Nintendo labels, keys in the keyboard's layout). OK saves, Back drops the changes.
  • Keep the bindings in controls.ini in the user directory, with a section for each keyboard player, for gamepads and for each model of wheel or joystick. Keys of an older Controller.rcf are imported. Wheels' pedals are found from where their axes rest.
  • Steer with a gamepad's stick at the car setup's steering speed instead of jumping to the stick's angle in one physics step, and spread the stick's travel by speed as measured on the game's recorded runs: fine corrections at speed, full lock still at the end of the travel. The stick reaches full lock short of its end and on the diagonals.
  • Steer with keys, D-pads and touch buttons with the original's progressive steering, while triggers and pedals stay analogue; switch freely between keys and the stick.
  • Rumble gamepads lightly with the surface and strongly with impacts. Wheels and joysticks with force feedback keep the game's forces.
  • Take controllers as soon as they are connected, also during a stage, and pause the stage when the controller in use is disconnected. Start pauses and resumes. The second controller is player 2's when two players race.
  • On Android, list the touch controls in the game's controls pages (they are set up in the launcher), and keep them working whatever the keyboard is bound to.
  • Remove [input] auto_player1: every controller drives player 1 by default.

Packages contain the port and its required libraries. Original PC game data is required.

Downloads: Android ARM64 / x86-64, Windows x64, Linux x86-64 / ARM64 / i686, and macOS Apple silicon.

Full changes: v1.7.5...v1.8.0

v1.7.5

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@github-actions github-actions released this 01 Nov 18:28

This release fixes Android touch-control placement and improves controller use.

  • Remove the extra gap at the screen edge caused by Android's navigation gesture area while the navigation bar is hidden. This applies to both the touch editor and gameplay (#40).
  • Keep touch controls clear of visible system bars and camera cutouts when cutout avoidance is enabled.
  • Let controllers operate button assignment and axis calibration, and automatically select a connected controller for player 1 by default. Keep bindings when controller order changes.
  • Open the on-screen keyboard when entering a name or network chat message instead of at every game launch on devices such as Steam Deck.

Packages contain the port and its required libraries. Original PC game data is required.

Downloads: Android ARM64 / x86-64, Windows x64, Linux x86-64 / ARM64 / i686, and macOS Apple silicon.

Full changes: v1.7.3...v1.7.5

v1.7.3

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@github-actions github-actions released this 01 Nov 17:24

This release fixes a large frame rate drop with the sun in view, most noticeable on Android.

Performance

  • The lens flare's visibility test no longer makes the CPU wait for the GPU every frame. On a Snapdragon 8 Gen 3 phone at 120 Hz, the first Finland stage dropped from 121 to 32-37 fps when the sun was on screen. It now stays at 115-121 fps.
  • The flare now uses a visibility result one or two frames old, which is not noticeable in play. This applies to both the SDL_GPU and OpenGL renderers.

Packages contain the port and its required libraries; the original PC game data is still required.

Downloads: Windows x64, Linux x86-64 / ARM64 / i686, macOS Apple silicon, and Android ARM64 / x86-64.

Full changes: v1.7.2...v1.7.3