build 3v0.3.0
v0.3.0: the "Tune it while you drive" release
Added
- Live tuning lab in the demo scene. A small T chip sits top-left from the moment you spawn; press T to expand it into the full lab: sliders for grip, drive torque, suspension stiffness, damping, travel, and brake force, plus assist presets (Casual / Sport / Sim), tire compounds (Stock / Street / Sport / Offroad), and a reset-to-stock button. Every change applies to the running car instantly, and the camera hands you the cursor while it is open.
- Switch between the four cars with [ and ] (d-pad left/right on gamepad), same bindings as Vehicle Prototyping. The camera, your controls, and the tuning lab all follow along, and a key legend up top-right reminds you.
- Modeled blockout cars. All four roster cars now spawn with stylized low-poly bodies and real cylindrical tires with rims instead of boxes and spheres. Visual only: the physics under them is unchanged.
- The tuning lab and the cursor-yield camera seam double as working examples for your own UI.
Improved
- Demo pad grown from about 200 m to about 1 km across, so you stop reaching the edge in seconds. Driving off the far edge still respawns the car.
Fixed
- Wheels now spin the correct way while driving (they rolled backwards before).
- A car left near a stop now actually stops. No more endless creep with spinning wheels and skid noise unless you halted perfectly.
- The camera's cursor-yield hook now survives hotloading. If you wire CursorModalOpen from your own UI and hotload mid-session, the kit recovers instead of throwing on the next play.
Known Issues
- The demo keybinds use "Tune", "CyclePrev", and "CycleNext" input actions; consumer projects add them in their input settings, the README shows the exact entries.