Hotfix 0.25.4 Released

BeamNG.drive

A dynamic soft-body physics vehicle simulator capable of doing just about anything.

In this hotfix we deployed a number of fixes for issues identified with the major release 0.25 Check out [url=https://beamng.com/game/news/announce/beamng-drive-v0-25-hotfixes/]this announcement on our website[/url] for the complete list of hotfixes! [h2]Vehicles[/h2][list][*][b]Bruckell Moonhawk[/b][list][*]Fixed 'Body Colored Trim' - color changes no longer affect each other[/*][*]Fixed some trim pieces not being properly affected by 'Body Colored Trim' skins[/*][/list][/*][*][b]Civetta Scintilla[/b][list][*]Removed unused test thrusters from root jbeam as they were breaking mods[/*][*]Fixed duplicated rear suspension dampers[/*][/list][/*][*][b]Common[/b][list][*]Fixed incorrect light colors and patterns on European Police lightbar[/*][/list][/*][/list][h2]Levels[/h2][list][*][b]Small Island:[/b] Fixed AI decal road[/*][/list][h2]Missions[/h2][list][*]Polished 'Island Rally Cross Club Race B' and C missions on Small Island[/*][*]Removed 'Island Rally Cross Club Race A' from Small Island[/*][/list][h2]Audio[/h2][list][*]Updated FMOD, this should resolve rare issues with missing sound on Windows[/*][/list][h2]AI[/h2][list][*]Minor adjustment to Chase mode logic; AI will avoid getting confused if driving directly beside the player[/*][/list][h2]Traffic[/h2][list][*]Improved police / suspect values to make gameplay more enjoyable (less despawning)[/*][*]Improved road type comparisons for the traffic respawn logic[/*][*]Fixed "toggle traffic" binding throwing an error if the traffic module is not loaded[/*][*]Filtered out spawning large vehicles for traffic (due to physics instability and other issues)[/*][/list][h2]UI[/h2][list][*][b]Garage Mode[/b]: Prevented resetting and making the vehicle drivable[/*][/list][h2]Game Engine[/h2][list][*][b]GLTF exporter[/b][list][*]Fixed duplicate packed texture[/*][*]Fixed missing texture for BNG materials[/*][*]Fixed file becoming corrupted when exporting more than 200 meshes[/*][/list][/*][/list][h2]Lua[/h2][list][*]The recently added function [i]queueObjectLua(...)[/i] must now be called through [i]be:queueObjectLua(...)[/i] instead[/*][/list]