Is it Friday? Yes, so v0.8.14 is here. Get it at http://www.racer.nl/dl_beta_win.htm Changes: Shaders fixed for ATI cards again, so it should run again on that. No shadowmap filtering though; the ATI path doesn't support for-loops, nor PCF for depth filtering. Cg shaders are compiled with '-DATI' when running an ATI card (#ifdef ATI). Tracked & Modeler recompiled for new fmodex.dll Modeler/DOFFix's model optimize now also try to optimize submaterials (Multisub materials where only 1 submaterial is really used). Needed for Swiss Stroll's .dof files. CSM now uses PCF correctly (nVidia only, ATI doesn't seem to support free PCF) Flares reworked a bit regarding visibility, which was with respect to the camera direction, now a view vector from camera->flare. Billboarding keeps normal and direction, to avoid wide flares (like for a 3rd brakelight) to rotate wrt the underlying brakelight geometry. All shaders now render into 1 render target (RT). This had an effect on bloom though, so the bloom brightness pass was modified (in data/renderer/fullscreen_shaders_hdr/bloom_bright_f.cg).This also fixes problems with blending materials, although the shaders will all need to output the base texture's alpha to work correctly when blending. AI didn't reset correctly with Shift-R (it would try to start driving immediately) AI throttle playing before the start is improved Fixed standard_bump*.cg shadow generation, which was non-existant Added 'graph step' variables: susp0.piston_velocity, damper_force, arb_force and length to visualize damper behavior. Sky shaders now 'stick' the Z coordinate to the far plane. This alleviates the need for an internal very far projection matrix, so no projection matrix switching takes place while rendering the scene. Using 2 layers for sky shaders with both layers set to 'depthfunc=always' didn't work correctly and was drawn in 2 passes instead of 1. Fixed (and used in Carlswood_NT). Added shader 'cast_shadow' global option. If set to 1, any geometry with this shader is skipped during the shadow generation phase (so it won't cast a shadow in the final render).