Full notes
Full Turbo Sliders Unlimited update
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What changed
- Gameplay
- Events
- Fixes
Turbo Sliders Unlimited changes
- Level EditorAdded Teleporter and Teleporter Exit objects - both can also be animated
- Level EditorTriggers can now be added as animated, too - they can then also be trigger targets themselves
- Level EditorAnimated 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 EditorAnimations can now have a parent animation, in which case the movement is added on top of the parent's movement
- Level EditorAdded a new dynamic mesh type: Slab - like cuboid but with a different animation rotation axis and modifications
- Level EditorAdded support for loading up to 20 custom 3D meshes per level, (Wavefront OBJ, max 250 triangles), static only
- Level EditorMultiround 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 EditorWhen 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
Source
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