Full notes
Full DriveWave update
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Repeated intro
Hey everyone,
What changed
- Gameplay
- UI and audio
- Events
DriveWave changes
Bigger hotfix than usual this time, a new option, a couple of annoying bugs squashed, and some polish. Here is everything in v1.5.217.
Wheel Drop Notifications are now your call There is a new toggle in Settings for the wheel drop claim popup. It is ON by default, so nothing changes unless you want it to. Turn it OFF and the claim button stops sliding in on its own. Instead, a Claim button shows up in Settings whenever you have a drop waiting, and it tells you how many (like "Claim (1)"). Either way your pending drops are saved, so you never miss one, and you still get the reveal showing what you unlocked when you claim.
Bop Mode is now two modes Bop Mode used to be a single switch. Now it is two:
Bop Mode - Music: the car bounces to the beat of the track, BPM synced.
Bop Mode - Key Press: the car pops on every keystroke, and now it does this while you are driving too, not just parked.
They are mutually exclusive, so pick the one you like or leave both off. If you already had Bop Mode on, both turn on so your setup carries over until you choose.
The car that drained its own tank Short version: a car with Cruise Control and a maxed Idle RPM could quietly drain its own fuel while you were away and end up as a dead brick that ignored every keystroke and click. Big thanks to Iris Nebula for the catch ("it stopped moving... as soon as I change the car it works, only this one is broken"). Root cause was: Cruise Control keeps the car in Drive and Idle RPM holds a minimum speed, so the car was burning the more expensive driving fuel rate even with zero input from you. Since fuel is saved per car, only that one car ran dry while the rest stayed full. Now, when the car is rolling on its own with no recent typing, it sips fuel at the cheaper idle rate instead of the driving rate, so your tank lasts far longer (AutoRefuel and DLC still work exactly as before). And an empty car now still bops when you press a key, so you can tell it is alive and just needs fuel, even though it will not drive until you refuel.
Environment progress bars now match your real distance The unlock distances already used your lifetime distance, but the progress bars underneath were still counting from a separate number that lagged behind. So you could unlock the next environment while the bar below showed only a fraction of the distance. Thanks again to Iris Nebula. The bars now read from the same lifetime distance as your Garage odometer, so what you see lines up with your unlocks.
The welcome plate that would not leave Short version: the "welcome" plate could get stuck on screen, and because it sat right on top of the refuel button, it was eating your clicks. Thanks to Nexorion for the report. Root cause was: the timer that hides the plate only got set up once at startup. If the HUD went through a hide and show cycle (like swapping between garage and driving) before that timer fired, it got cancelled and never re-armed, so the plate just stayed. It now re-arms every time it shows, so it always clears on time.
Right-click on the drive screen A quick right-click to release the mouse on the drive screen was also nudging the window a few pixels every time. There is now a small dead-zone, so a plain right-click just releases the cursor and leaves the window where it is. A real drag still moves it like before.
A few visual touch-ups
Jukebox playlists now use a heart instead of the old plus and cross. Outline heart means it is not in your playlist, filled heart means it is.
Settings volume sliders got a fresh look.
Blacklight District's night sky is a touch darker and color neutral now, less of that warm tint.
I also tightened up controller input handling on the build side, a follow up to the SDL2 controller rework.
If something feels off, drop a note in the discussions and I will take a look.
See you on the road.
Tolga 🏁
Source
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