ISI have released rFactor 2 Build 156. No new content is included in the build however according to Tim Wheatley new content will probably come before the next update.
What most will consider small changes and fixes mainly. One change that will be noticed is the new Mod Manager:
This tool is meant for modders to get a better idea of what they have on their system and be able to manage it. One of the planned features (not yet in) is to have packages (mods, components) automatically installed when the sim starts up and sees something new.
So although we are giving mod management more options, our goal is that most consumers of mods will not be digging into this.
Other than that, we are working on implementing some of the things you already have more fully, and have a high priority to release the content you have as individual components (1 car in a file, 1 track in a file) to ease understanding. The content should also be bugfixed and have updates (to shaders, for example) when this is done.
Here are B156 release notes:
Update 12 (Build 156) Changelog (Febuary 28, 2013):
Fixed shaders bug with vertex color adjustments
Fixed headlight bug where headligths would lag one frame behind
Fixed broken tire temp indicator on HUD MFD
Attempt to fix occasional smoke problem with transparent trainer
Fixed some issues that happen when upgrades make a change in the number of tire compounds
Added “hard” anti-stall.
Made anti-stall a feature that can be permanently enabled rather than depending on anti-clutch driving aid (HDV: “”AntiStallLogic” =1″, default is 0)
Fixed HDV variable GraphicalOffset so that x&z values don’t affect normal driving physics (y value never did; note they all affect collision, though)
“RearFlapZoneSessions” and “RearFlapWetThreshold” should also be allowed in the RFM (in addition to the GDB); “RearFlapZone” remains the same, GDB-only
Converted TBC parameter “WetWeather” from boolean to floating point value so AIs could judge the level of wetness handled. Exactly zero should still be used for dry weather tires, for the sake of rules.
Added new optional algorithms for engine brake map.
UI / HUD:
Fixed bug on main menu vehicle button if there are no cars installed
In controls menu, highlight controls currently being activated (helps me remember what button is what on my wheel)
Added new playerfile variable “OPT_UI_KeyNav” that toggles keyboard navigation of options.
Removed useless HUD parameters
Fixed the situation where replays of races would crash right after track load
MODDING / PUBLIC DEV
Updated ModMgr UI
Prevent AI cars from fueling if race parameters disallow it.
Fixed a bug where 2 clients that have the same custom skin names would sometimes see the other skin on their local car.