We are happy to announce BAR’s Recoil Engine just received a hot update. This release brings in a ton of improvements and bugfixes as well as some exciting possibilities for BAR developers to utilise. We extracted the player-facing group of changes, read below:
Visual and UI Improvements
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New water normal map (waterbump_4tiles.dds) - default water looks better and more dynamic
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Crisper minimap rendering under SSAA (anti-aliasing) - improves UI clarity for players using enhanced graphics
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Minimap rotation in 90° increments - players can rotate the minimap to match map orientation
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Crisper minimap in case of SSAA
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Praise the sun! The shading texture (used by minimap, water, and grass) now tracks sun position changes immediately
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Skybox rotation support - mappers/modders (and possibly settings) can now rotate the skybox
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Terrain normals and shading updates now GPU-side - boosted performance and visual fidelity of terrain lighting
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Font rendering performance improved
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The new UI framework just got an svg (vector graphics format) support opening up awesome posibilities for future UI rework
Gameplay & Mechanics
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Better unit heading on steep slopes - Improves unit orientation when moving on slopes. Most visible with all-terrain units which will no longer “wobble” on bumpy cliffs.
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Missiles now respect myGravity from weaponDef - fine-tuned missile behavior, can change how they arc or fall. Might be used for more optimal nuke trajectories and such,
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Switch push-resistant units to trap check system - more robust collision avoidance and pathing for certain units
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Improve handling of HAPFS (Hybrid A Pathfinding)* - units navigate better around complex terrain/obstacles
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Reduce memory usage of QTPFS Pathfinding system
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Units being built update their height in real time - visibly smoother construction animations
Bugfixes
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Fixed minimap icons revealing whether a building ghost was dead or not.
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Landed aircraft no longer take off when EMP’d
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Waypoint update issues - addressed bugs in unit pathing or waypoint assignments
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Unintended unit group removal during ForcedKillUnit - prevents surprise loss of unit control groups
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improved archives checksumming performance
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Fixed affinity for HyperThreading cpus
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Server no longer automatically forcestarts the game if there is nobody connected after 30s
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Units no longer removed from groups at the start of their death animation
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Fixed (or at least mostly reduced) a freeze when you remove multiple thousands of units from a factory queue
We are also delighted to welcome new contributors to the wngine team. With this release several new contributors have made their first commits to the engine code:
@ Moose, @ tizbac., @ ElMorrison, sirkcion.
Thank you guys!
Let us know if you notice any issues after this update here. Pick up “Development” role from “channels and roles UI on Discord.
For full changelog see: https://beyond-all-reason.github.io/spring/changelogs/changelog-2025-03