In short
Catalog rework finale!
List of changes
Catalog- Improved all textures of the subcategory sticky notes added last week.
- Removed some unwanted OSD SFX.
- Better 'lighting' on the sticky notes that have been moved to the other side.
- Completed adding of subcategory sticky notes.
- OSD elements are now only loaded when needed, instead of all being pre-loaded (Catalog opens faster).
- Part color detection (sort of), and paint layer auto-upscaling upon purchase (part of the feature described in Progress update #21).
- Added an option for the catalog to offer bodyparts in the car's factory color, instead of the car model's default (disabled by default).
- Fixed new items sometimes failing to appear within inventory.
- More-responsive navigation by click.
- To make space for the subcategory sticky notes, Decals have been moved to their own mode!
You can switch between Part and Decal modes either by clicking an OSD button, or by pressing Space.
Last page is remembered as you switch between the two modes.
Decal mode is loaded by default if Painter mode is selected within Garage as you enter the Catalog.
- All improvements previously done for Parts mode have also been done for Decals mode (Decals use a very different approach for loading & display).
- Added Decal subcategories.
- Further OSD element SL1ification.
- Number row keys can be used to switch between categories (Parts mode) or subcategories (Decals mode).
- New 'black bar filler' background.
- Catalog work is complete for now!
Decals- Like SLRR, SL1 allowed you to easily add your own decals by placing the images into a folder!
This has been expanded to support loading of TGA, DDS, BMP and PTX formats, not just PNG!
JPEG remains unsupported due to a requirement of a transparent border.
- Added more basic shapes as black/white decals.
- Fixed incorrect borders and aspect ratios of several of the original decals.
Misc- Changed the naming of the "MID" traffic density to "NORMAL", to imply this being the level at which the game is intended to be played.
- Moved some auto-generated CarInfo elements to the car blueprints themselves - this will slightly improve load times, and fix potential texture alignment inconsistencies caused by different suspension geometry setups (especially with mods!).
Also started on the blueprint for the Kurumma! As ever, thanks to Medek for helping with these!
The streets of Valo need more personalities!
Check out some interesting rewards in the crowdfunding thread! :)
https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/More next week? Of course!
Stay tuned! :)