LCV3 Patch 2 (B190315) [Public]
Note: This patch, including its two hotfixes, is now on the main public branch of the game. Enjoy!
Today's patch is a bit smaller than what we'd like it to be for two reasons. Our lead programmer was knocked out by an "it's just a flesh wound" accident and spent a few days in hospital (now recovering), while our other programmer spent a full week on drastically cleaning up some of the structures of the car and engine project code, unifying them as much as possible in the process. The latter won't be visible to you, but will save us from lots of issues in future and make changes quicker. The former will just leave a big scar.
MGR_99's rendition of the Merano Verdini.
Despite that, we're continuing to fix and polish up the LCV3, and here is the changelist for today's patch released only to the openbeta branch of the game for now.
More coming next week! :)
Cheers!
Today's patch is a bit smaller than what we'd like it to be for two reasons. Our lead programmer was knocked out by an "it's just a flesh wound" accident and spent a few days in hospital (now recovering), while our other programmer spent a full week on drastically cleaning up some of the structures of the car and engine project code, unifying them as much as possible in the process. The latter won't be visible to you, but will save us from lots of issues in future and make changes quicker. The former will just leave a big scar.

Despite that, we're continuing to fix and polish up the LCV3, and here is the changelist for today's patch released only to the openbeta branch of the game for now.
B190315 Hotfix 2
- Fixed BeamNG Exporter producing cars that can't be loaded in BeamNG
- Added new car body 70sBL20_35_2dr
- Added safety confirmation for deleting projects
- Fixed (probably) the issue of you not being able to select a project region in the LCV3
- Fixed issue of model/family data not being properly given to all trims/variants
- Fixed not being able to rename facelifts
- Fixed selection of demographics for trims from hub
- Fixed factory names not saving
- Fixed issue with 60sSUV_SWB being in the wrong car body family
- Removed descriptions being that of "Compression" everywhere
B190314 Hotfix 1
- Added Steel & Window Material as options or fixture paints.
- When a trim or variant needs updating / fixing, it now flashes the edit button
- Fixed the preset fixture modes not showing on the fixture paint UI
- Fixed issue with autosave not saving correctly in some situations
- Fixed cars from old version not being able to be imported anymore (openbeta issue)
- Fixed (for real now.. hopefully?) trims and variants renaming themselves
- Fixed issue with deleting and then creating a new facelift not updating data correctly
- Fixed facelift where not changing engine showing original engine engineering time
B190313 Improvements
- Tweaked factory load management AI to more evenly split shift load
- Improved savegame naming and timestamps display
- Polished up some campaign UI (Model / Family project managers)
B190313 Fixes
- Fixed campaign difficulty issue, competitor strength was reset to 50% on new game
- Fixed issue with brake quality slider effect on brake fade being broken
- Fixed high factory cost on upgrading / retooling factories after 2+ uses of factory
- Fixed engineering time table in car summary engineering times
- Fixed issue with how mods are processed, to make loading more reliable
- Fixed loans not being visibly added to your current money until month tick
B190313 Art Fixes
- Fixed number plates looking black
- Fixed melting issues on 80s190 family
- Fixed 90s Flatnose people mover body causing game crashes
- Fixed ute tray holes from fixture stamping on 90spickup family
- Fixed up some lighting and redid some materials in the canal photoscenes
- Fixed material inconsistencies between raised and lowered car lifts in design room
More coming next week! :)
Cheers!