github ThatGuyMcd/DKR-R Version1.0.6
DKR-R Version 1.0.6

5 hours ago

What's new in 1.0.6

  • Skip intro logos in Play, then choose Start menu or Character select. The Start menu keeps its opening sequence and music. Online startup stays unchanged.

  • Enhanced water has had another stability pass, including effect popping, reflection handling and the Whale Bay Track Select crash. Waterfalls now have continuous flowing detail with corrected scrolling/interpolation, transparency and reflection masks. The river near Snowflake Mountain follows its authored flow.

  • There is much more control over the water! Original, Performance, Balanced, High and Custom presets are joined by separate reflection, wake and spray quality controls. Fine-tune reflection strength/range, roughness, ripples, foam, clarity, refraction, waterfall detail and water tint. Presets leave your game resolution, MSAA, FPS target and reflection method alone.

  • Hot Top Volcano has enhanced, glowing lava with moving molten cracks and rough hot-rock detail. Optional RTX lava lighting adds a pulsating glow to nearby walls and ground. Its own tickbox leaves the enhanced surface and water effects on; quality, intensity, pulse and range settings control the surrounding light. Lower-resolution lighting reduces the ray workload.

  • Every custom Track Select row now has a CUSTOM TRACKS header and cycles through six backgrounds. Future Fun Land restores its own artwork when you scroll back. Images, names and arrows stay with their wooden frames on wide screens, including the fix for brief horizontal stretching during transitions.

  • Custom .dkrmap artwork shares the correct texture/sprite namespace with character mods. Asset-table length, offset and allocation checks address Track Select failures when combining tracks and large character libraries. Very long in-game captions are shortened without renaming your installed mods.

  • Offline custom tracks can use the vehicles allowed by their headers. Track Lab can generate looping Track Select preview flights along the race line, while preserving flights placed by the author. Export validation warns about race starts that force a different vehicle. Online vehicle selection keeps its existing restrictions.

  • The Modern camera has revised corner, drift and wall-hit behaviour, less spring lag and no corner roll by default. Existing tuning files migrate while preserving changed values. The camera remains an offline feature.

  • Malformed graphics commands now have stronger bounds and execution-budget checks. Water rendering also has additional allocation, viewport and MSAA safety checks. Golden Balloon and Wave Race credits use the same tidy link rows as the other technology credits.

  • Contributor work adds safer dependency setup, build locking and packaging, improved macOS support, and an iOS sideload source port. Apple binaries are not part of this delivery. Windows, both Linux architectures, Steam Deck and Android share the same 1.0.6 release source.

  • Developers now have a regression/performance harness with retained reports, private retail replay checks, repeatable build presets, faster incremental builds and CI caching, workflow linting and mobile compilation checks.

See the 1.0.6 changelog for the full breakdown, Graphics for the water/lighting controls, and Track Lab for authoring changes.

Builds available for Windows, Linux x86/x64, Linux ARM64 & Android!

WARNING!

Android and MacOS and iOS Build is experimental and is only in Alpha stages of testing at the moment.
Milage will drastically vary from device to device.
We hope to smoothen this out in the very near future so that it performs better on a larger subset of devices.

My personal apologies if you run into issues with the these Alpha Builds. If you find anything wrong with any of the builds, let us know via the issue tickets!

To all you DKR-R Fans out there, Thank you all sooooooo much for all of your support!

Now enjoy the latest update and happy racing!
ThatGuyMcd

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