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- Update Notes for v1.04
Update Notes for v1.04
- Level Editor: Added Teleporter and Teleporter Exit objects - both can also be animated
- Level Editor: Triggers can now be added as animated, too - they can then also be trigger targets themselves
- Level Editor: Animated triggers can also have disabled keyframes, allowing triggers to enable or disable other triggers
- Level Editor: It is now possible to specify which object types activate a trigger (vehicles, animations and/or other objects)
- Level Editor: Animations can now have curved paths between keyframes (parabolic, sinusoidal or circular)
- Level Editor: Animations can now have a parent animation, in which case the movement is added on top of the parent's movement
- Level Editor: Added a new dynamic mesh type: Slab - like cuboid but with a different animation rotation axis and modifications
- Level Editor: Added support for loading up to 20 custom 3D meshes per level, (Wavefront OBJ, max 250 triangles), static only
- Level Editor: Multiround events can now be tested alone in the editor (if enabled in the test event settings)
- AI drivers now take a bit more fuel than before (with random variation) - underestimating fuel usage is less probable
- AI drivers now have more random variation in the number of stops in their initial strategy
- AI settings now allow enabling pit strategy debug and tuning initial strategy stint lengths and random variation
- AI Editor: When Pit Testing is set to custom, strategy debug is automatically on and stint properties can be changed
- AI drivers now follow paths slightly better (very small difference, old campaigns with AI drivers not affected)
- Fixed active triggers sometimes shown as inactive when joining or reconnecting an ongoing game
- Miscellaneous other minor fixes and improvements