Roadmap
- kicked out all CM/ CSP extensions to the track and the related issues
- removed competition layout
- improved brightness levels and color settings of road, grass, etc.
- toned down color saturation of spectators
- main asphalt now has red stones in it, like the real asphalt in the area
- added all-red asphalt between T7 and T8, like the real asphalt on that road
- added median strips on larger public roads
- improved garage doors, added dark blue paint
- added transparent windows on center pit building
- added additional turf pavers in T6, T7 and T10 for better racing
- added tire wall in T10 to mitigate wall impacts
- added transition (dirt) between grass and concrete walls
- new flags at start/finish
- minor changes to some trackside objects
- added working start lights
- welcoming Chris Haye Sim Racing as a new ad partner
- improved expansion joints on first bridge
- smoother hills and mountains in the distance
- flattened bumps before T12 and T14 for better drivability in stiff cars
- removed team boards from pit road for a cleaner look
- removed fans and ad flags from garage roof for a cleaner look
- added night lights with all they entail (flood lamps, lanterns, etc.)
- new grandstand
- new pit wall
- overhauled pit building
- added podium (in race mode only)
- added crew command booths and banners in the pit lane
- new first bridge
- new marshall outpost before first bridge
- new tire walls
- added large ad board monument near pit lane
- added lots and lots of pits and paddock details (tents, trucks, cars, power sockets, fire extinguishers, etc.)
- added tow trucks and ambulances around the track
- new asphalt texture
- overhauled grass textures and environment colorization
- added grass and bushes in many places around the track
- realistic water (by added shader)
- overhauled placement of trees and tree-walls
- added flag poles next to grandstand
- implemented reverb zones (very mild effects)
- increased grid spacing to 16m
- improved environment texture in some places
- improved ad board placement
- added teardrop flags for ads
- reintroducing RaceDepartment as an ad partner
- improved lots of shader settings
- massive performance optimization (polycounts, textures, LOD, DIP)
- improved AI line
- toned down artificial curb rumble
- tweaked sun position and geo tags
- new Sveg Raceway logo
- lots and lots of minor improvements and fixes
- fixed UV mapping glitch in pit lane
- fixed wall collider in pit lane
- improved shader settings for road and curbs
- improved shader settings for water
- improved shader settings for fences
- improved shader settings for white lines
- improved visibility of grid position markers
- improved curb textures
- improved environment texture
- improved road texture
- improved look of grass
- improved look of tires (barriers)
- improved look of guardrails
- improved look of surrounding landscape
- improved look of gravel/ pebbles at the shores
- improved safety fences for marshalls
- replaced small direction signs in corners with larger ones
- added checkerboard as start/finish line
- new sponsors, ad boards & improved placement
- added trackday-style cones to help with brake points
- added (small) paint marks for sector ends
- added supporting posts for fences where still missing
- added some impact marks on walls
- added tarmac patches in T1 and T9
- added new tarmac before T6
- added speed bumps in run-off areas @ T3, T6 & T7
- added bridge joints (visual & physical)
- added marshalls (marshall model by Rigel)
- added sheds for marshalls
- added trash cans around the track
- added portable toilets around the track
- added loudspeakers at the grand stand
- added bushes and grass all around the track
- added gravel around some of the shores
- added fans on and around grad stand
- AI: fixed occasional crashes at bridge 2
- Improved pit building's look