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Errata
This page describes fixed bugs, which may effect the functionality of existing routes and trains.
Description: A station name containing brackets would cause the station to be ignored.
Notes: This was added to fix several BVE 2 era routes.
Description: If collisions were set to enabled, and the initial position for a train (As set via Station.Stop) placed it in collision with a set of buffers (Placed via the Buffer command), this train would be stuck.
Notes: This has been fixed by checking for collision with buffers at the initial station, and moving the Station.Stop so that the train is 1m clear if this is detected.
Description: Setting a horizontal clip region of 15 pixels on a texture which was only 10 pixels wide caused the legacy BVE2 panel.cfg parser to crash. This has been changed to return the width of the texture (i.e. 10 pixels) and to generate an error message.
Description: Setting a time value with precision in the milliseconds would fail to parse, as the engine does not support times with a precision greater than 1 second. This has been changed to discard any precision greater than one second.
Description: openBVE uses a track follower to calculate when to introduce objects to the renderer. When in free camera mode, animated objects where being introduced incorrectly based solely upon the position of this track follower, as opposed to adding the appropriate offset for the free-camera position.
Notes: This changes the behavior of the free camera to be consistent with that of the other camera modes.
Rotation damping should not be applied when changing between external and the cabview, or on first load
Description: Animated objects and panel configuration files allow rotation to be 'damped'. This was incorrectly being applied when switching between the cab and an external view, and on the first frame of the simulation, and producing visual anomalies such as clock hands spinning into place upon start.
Description: Prior builds of BVE4 and openBVE have somewhat inconsistent behavior when holding down a horn key.
- When holding down a horn key in BVE2, BVE4 and prior versions of openBVE, the sound triggers repeatedly and overlaps.
- The original openBVE developer documentation states that the Primary and Secondary horns should play once, and the music horn should loop whilst the key is held down.
- Depending on the timing of when the music horn key was released, the sound would either stop or loop until the key was pressed again.
Changes in behaviour:
- Three-part sounds have been introduced for all horns (Start, loop and end) If either a start or end and a loop sound is defined, all horns will loop.
- Primary and secondary horns without three part sounds defined (legacy) will play once
- The music horn loop will start on the first keypress, and stop upon the second keypress.