field-guide / changelog / Vehicle Physics Kit
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release notes

Vehicle Physics Kit changelog

What changed in each published build, newest first. The same notes you see on the s&box package page.

sbox.game package
build 5v0.4.1

v0.4.1: the "new look for the tuning lab" release

Added

  • A close x on the tuning lab. It runs the same toggle as the T key and the collapsed chip, so all three ways of closing the panel agree about the cursor.

Improved

  • The tuning lab has a new look: a near-black card with a 16px radius and a hairline border, the kit accent on the active control, and pill slider tracks with a flat accent fill. Key chips are pure white on their plate so the legend stays readable against it.
  • Text in the panel has a hierarchy now. The stylesheet declared no font size at all and rode the engine default; it sets 16/14/13 with real line heights.
  • A dial dragged to the bottom of its range still reads as a pill instead of an empty track, and the track lights up under the cursor.

Fixed

  • The tuning lab was drawing with almost none of its intended styling. Its stylesheet carried six border shorthands with a border-style in them, which is a parse error in the engine's CSS that throws away the entire sheet. Those are gone, along with two box-shadows, an inset shorthand and a gradient fill the engine does not support.

Known Issues

  • The dials are still one long list. Grouping them behind Engine, Suspension, Tires and Brakes tabs needs real tab state, so it is a later build.
build 4v0.4.0

v0.4.0: the "faster, and it lands flat" release

Added

  • Per-car Sport mode dials. A car can carry its own traction-control slip target and stability authority for Sport, so a rear-drive car that spun where Casual held can have its grip back without touching the other three. Leave them unset and Sport behaves exactly as it did.
  • Air attitude assist. Cars damp their pitch while airborne, so you land flat off a jump instead of nosing into the dirt. Hold the handbrake and it steps out of the way, so deliberate flips still work.

Improved

  • The whole roster is faster. Default peak torque goes 150 to 180 and the redline 6500 to 7800, worth about 20 percent more acceleration and top speed. Hand-tuned cars are unaffected, since per-car values still win; cars riding the class defaults get the new pace.
  • Reverse is no longer a crawl. The reverse speed cap goes from 4.5 to 20 m/s, about 45 mph. Every assist was re-checked at full reverse speed: stability damps reverse fishtails, and the gearbox still refuses to slam into forward until you are nearly stopped.
  • Chassis colliders ship slick. A bottomed-out or landing chassis no longer has its momentum eaten by friction on the body box. Grip is the tire model's job, not the chassis box's.

Fixed

  • Wheels no longer sawtooth against the body on high-refresh monitors. The suspension offset is written on the fixed tick, so engine interpolation carries it exactly like the chassis.
  • A driven wheel that leaves the ground now freewheels instead of flaring to the redline. No more engine scream over every jump, no mid-air upshifts, and no landing in too tall a gear with a tire chirp.
  • Airborne wheels wind down at bearing-drag rates, 2 percent per second instead of 50. They no longer touch down at half road speed and brake the car for you.
  • The demo pad stopped mirroring ghostly white copies of the cars. The ground used a glossy default material, and the engine's reflection passes drop per-car tint, so the reflections rendered untinted. The pad ships its own matte material now.

Known Issues

  • Traction control does not act in reverse, because slip ratios read negative under reverse power. Reverse wheelspin is bounded by the drive-side omega cap instead. A TC pass is on the roadmap.
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.
build 2v0.2.1

v0.2.1: the "parked means parked" release

Fixed

  • Parked demo cars now hold the handbrake and ignore input devices from the moment they spawn. Previously a one-tick window let a parked car read a live gamepad, and a resting trigger with drift reads as brake, which at a standstill engages reverse. That is why the Go-Kart could crawl backwards out of spawn.
  • Parked cars can no longer be nudged off their spawn marks by device noise or spawn settle.

Known Issues

  • The active car still reads your devices directly by design. Heavy gamepad trigger drift can make it creep at a standstill.
build 1v0.2.0

v0.2.0: the "bring your own body" release

Added

  • First public release of the Vehicle Physics Kit, the raycast-wheel stack that powers Vehicle Prototyping.
  • Contact-normal suspension, slip-curve tires with a friction ellipse, and a full drivetrain with auto-clutch plus auto and sequential shifting.
  • Per-car assist levels (Casual, Sport, Sim), spring-arm chase camera with orbit and scroll zoom, and placeholder engine and skid audio.
  • Four ready-to-drive roster cars (hatch, coupe, kart, pickup) on primitive blockout bodies, no art needed to start driving.
  • A bundled demo scene: install the kit, open vehiclephysics_demo, press play.
  • Seams for making it yours: CustomBodyBuilder swaps in your own car models, InputOverride lets an AI or replay drive, CursorModalOpen plays nice with your UI.

Fixed

  • Kart stuck-turn fix ported from upstream Vehicle Prototyping: cap-aware drive torque rolloff plus a Casual traction control floor relaxation, so turning hard under power no longer locks you into the turn.
  • Demo quality of life: only the car the camera follows listens to your keys, and cars driven off the pad edge respawn on their marks instead of falling forever.

Known Issues

  • The cars are ugly boxes on purpose. This is a physics library, your game brings the art.
  • First generation release: the core physics is proven in a shipped game, but the API surface may still move.

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