What changed in v5.5.0
A driver in the car — there's now a blocky, Minecraft-skinned character sitting at the wheel of every car (yours, split-screen player two, and the ghost cars of online joiners):
- Driver character — the car has a driver. The model is the classic Minecraft player shape (slim-arms option included) and you can pick from the shipped skins in the new Driver debug panel — or drive the default.
- Skin selector — the Driver panel has a skin picker, so you choose which skin the driver wears. One tuning config covers both local players.
- Head lean — the driver's head leans into your steering, smoothed, so it reads as a real driver looking where they're going rather than a stiff doll.
Color grading — the post-process system gained an independent Color LUT layer that grades the final frame on top of whatever the active shader produced (CRT or PixelArt Outline). It is always the last pass, so you can run CRT + LUT or Outline + LUT together. The new Color LUT group in the Post Process debug panel turns it on and lets you browse shipped LUTs (Neutral, DMG, Apple, Night and more), mark favourites, and blend between the original and fully graded frame. A larger audition library is available to dev builds via a boot flag for trying out hundreds more; the shipped set is the curated one that ships.
Tuning & debugging — smaller additions to the debug layer:
- Frame profiler — a new opt-in Performance Manager panel records where frame time goes (per-tick timings, ready timings, an exportable JSON report) and shows two live plots. Off by default; record a window from the panel or a boot flag. No effect on gameplay.
- Debug-UI toggle — the key/button that shows and hides the in-game debug
panels (
F1) now also binds O on keyboard and L3 on gamepad, so you don't need to reach for F1 on a pad. Still one global overlay — never per-player. - Finer sliders — the debug-panel sliders gained a 0.001-grain tier for sub-0.1 magnitudes, so small tuning values can be set precisely.
No other user-facing changes since v5.4.0; the rest of this release is internal/testing work.