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v0.4.3

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@realTimexo realTimexo released this 01 Nov 19:45
a3c39e7
  • New: speed limit signs (BeamNGSpeedSign, km/h or mph, generated number texture, simple replaceable model, map.json speed limit segments along the road in front of the sign).
  • Performance: smart collision (simplified collision mesh for heavy objects, none for tiny ones), automatic distance LOD, meshes above 60,000 vertices are split into parts. The blanket performance warning is replaced by a summary.
  • Road Architect: spline nodes/splines are never marked as roads (duplicates), roads are detected at every export, RoadWidth() supported; signals and signs are snapped to the nearest road.
  • Materials: colour tint is baked into the exported texture.
  • Minimap: roads are not painted by default (BeamNG draws them), switches for info.json registration, offset corner, flips.
  • Water: stock texture paths written; water in the scene is detected.
  • Road Architect road surface/marking materials (RoadMaterial1-4, markers) are exported matte (roughness 0.9, no metal) and listed in the report with shader, tiling and texture size.
  • Fix: meshes whose name ends in digits (e.g. SketchUp "ID1012") were invisible in BeamNG: Torque reads the trailing number of a node name as detail size. A suffix is added to the node name.
  • New: speed zones (BeamNGSpeedZone): pick start and end node (Road Architect nodes), the limit applies to the road between them.
  • Roads: DecalRoad nodes closer than 2 m and sharp spikes are removed, width capped at 24 m (log: "centerline to edge distance exceeding 20m"); the minimap draws roads by default.
  • Roads: sparse road nodes (Road Architect: one per ~100 m) are resampled every 8 m (Catmull-Rom): BeamNG draws the minimap road and builds the AI graph between nodes, so they were long straight chords.
  • Speed zone gizmo follows the road nodes; speed waypoints get a small radius. New buttons: make selected objects (your own models) speed/stop signs; "Check selected objects" diagnosis.
  • Fix: signal lamp objects lost their material when the tool folder was replaced by an update (165 "empty material slot" warnings, grey lamps). Generated materials now live in Assets/UnityToBeamNG_Generated and are repaired at export.
  • Fix: compile error (ShapeOptions.Lod1 / Lod1Pixels were missing).
  • Materials: tiling/offset and colour texture are read from the property that is really used (custom shaders such as Road Architect's); shaders named Transparent/Fade/Cutout and Road Architect marker materials with an alpha texture are exported with transparency (fixes white, stretched marking overlays).
  • Report: skipped Road Architect lens meshes are no longer listed as "not exported".

Full Changelog: v0.4.2...v0.4.3