Game Development Community

Torque 3D 1.1 Change Log (Beta3->1.1 Final)

by Eric Preisz · in Torque 3D Professional · 06/02/2011 (4:51 pm) · 7 replies

Features:

  • Replaced EdgeAA with MLAA. Big thanks for Manoel! THREED-1529
  • Occlusion volumes fully implemented
  • Zones and Portals updated to suppport ConvexShape Z&Ps

Improvements:

  • Documentation updated
  • Particles "Aligned to Direction" now obey the particle spin. THREED-1756
  • Windows implementation of Mutex now uses critical sections instead of Win32 mutexes
  • The ambient light color can now be set on a per-zone basis
  • Terrains now respect zoning
  • Decals now respect zoning
  • Forest now supports zone culling.
  • Fixed possible precision error in Point2F. Now follows the exact same behavior as it's other relates math types.
  • GroundCover.shapesCastShadows property to turn shadow rendering for shapes on/off
  • Rotate gizmo speed no longer depends on viewing distance and behaves in a much more predictable manner
  • Move grid size and spacing is now dependent on selection bounds
  • Allow export of current mesh (and mounted shapes) to Collada from Shape Editor
  • PhysicsShapes are now compatible with live asset updating
  • River editor placement visualization no longer glows when HDR is enabled.
  • Add support for additional Player animations including crouch_backward and crouch_side
  • Polyhedral object conversion is now bidrectional (e.g. you can convert from a ConvexShape to Zone and back to a ConvexShape)
  • Can no longer create a nameless project. Prevents the My Project directory from being deleted.
  • SimGroup contents in the editor can now be hidden or locked on mass ("Toggle Hide Children" and "Toggle Lock Children" in right-click menu)
  • Cleaned up SimObjectTypes and renamed it to SceneObjectTypes
  • New "Disable Terrain Occlusion" flag in visibility options
  • Removed ForestObjectType
  • Removed ConvexShapeObjectType
  • Optional callback to direct container raycasts towards the desired object
  • You can disable the affect of environment lighting on water via a new 'emissive' property.
  • Minor fixups, document parameters and add examples for the Scripting module and associated classes
  • Formatting and spelling fixups to the string function documentation
  • Can now disable a TerrainBlock from casting shadows onto itself and other objects.
  • Fixed bad capitalization causing function names to not link.
  • Moved ArrayObject from Core to Scripting group.
  • We now load the post effect defaults if a level has no mission specific presets file.
  • By default we now use the mission name when saving post effect presets.
  • Added $Memory::numBytesAllocated and $Memory::numBlocksAllocated for debugging
  • Support for named depth/stencil targets in PostEffect. Thanks Manoel!
  • Added support for A4L4 and A8L8 luminance texture formats. Thanks Manoel!
  • The PhysX project generator module now looks for both the PHYSX_SDK_PATH and TORQUE_PHYSX_PATH environment variables.
  • generateAllProjects.bat and compileAllProjects.bat will skip projects in allProjects.txt that do not exist.
  • generateAllProjects.bat now handles spaces in project names, cleans up its environment vars, and is more readable.
  • You can now control the BL shadow lod via $pref::ProjectedShadow::fadeStartPixelSize and $pref::ProjectedShadow::fadeEndPixelSize.
  • BL projected shadows no longer do decal clipping when lod'd out.
  • Optimized decal clipping and rendering for better performance with BL shadows.
  • Minor change to reduce visual clutter in Shape Editor scene tree
  • Added C++ change notifications to SimSets (we already had them for scripts)
  • GuiTreeViewCtrl::Items no longer cause countless unnecessary ObjectRef notifications to be created on their parent GuiTreeViewCtrl (which owns the items anyway)
  • Decal system generates vastly better fitting and better distributed decal spheres for improved culling
  • DecalSphere tolerances are now exposed as $Decals::sphereDistanceTolerance and $Decals::sphereRadiusTolerance
  • We can now control the maximum vertex count at which to perform hardware mesh instancing via $pref::TS::maxInstancingVerts. $pref::Video::disableHardwareInstancing has been removed.
  • DecalSphere debug rendering can now be turned on through "Visibility -> Debug Render: Decals"
  • Add support for OpenCollada visibility animation extension to collada loader
  • Imposter normal maps are now much better quality by storing them in a object space DXT5nm format.
  • Use LoadingGui progress bar when importing collada models during mission loading instead of displaying the separate ColladaImport GUI.
  • Terrain now preloads materials on level load.
  • GuiCanvas.repaint() now takes an optional elapsed time for throttled repaints.
  • We now show a 'STARTING MISSION' message after objects are loading on loading screen.
  • We now immediately show the loading screen when loading begins.
  • We no longer load shapes and materials for forest datablocks that are unused in the scene.
  • Editor now renders transparent grid overlays as helpers when using move gizmo in perspective view
  • Removed unused depth parameter from gBitmap.
  • World and Gui Editor treeview context menus now handle multi-selection
  • Windows FileDialog infers default extension
  • We now prioritize PNG then JPEG when looking for bitmaps on disk to improve load time.
  • The texture manager now delays deleting an unreferenced texture to speed up mission load.
  • Pressing ESC while renaming an object using the World Editor's tree view now cancels the renaming action.
  • We now use a 9-tap Gaussian blur on BL shadows and project them with a multiplicative blend.
  • Added 'forwardLit' field to CustomMaterial for signaling that it requires lights.
  • Added 'renderReflection' to ParticleEmitterData to selectively disable particle emitters from rendering into reflections.
  • New getFunctionPackage() and getMethodPackage() to determine where a function or method call will be coming from.
  • Added "Snap to Grid" to Snap menu in Gui Editor
  • New filter textboxes in various treeviews to search through the trees
  • Script error messages in the console can be clicked to go to their source line in Torsion
  • GuiTreeViewCtrl does fewer full rebuilds
  • Several string library functions had incorrect @returns documentation
  • Grid in Gui Editor is only rendered when moving or scaling selection and grid snapping is active
  • New commands "File -> Open Project in Torsion" and "File -> Open Level File in Torsion" in World Editor
  • New command "File -> Open Gui File in Torsion" in Gui Editor
  • New command "Open Declaration in Torsion" in inspector popups (object-type fields only)
  • New right-click menu in Datablock Editor db list with "Delete" and "Open Declaration in Torsion" commands
  • New method SimObject.getDeclarationLine()
  • PersistenceManager now respects copy sources for dynamic fields too
  • GuiPanels can now be rendered with a border
  • Brought SimXMLDocument over to engineAPI
  • Added isMouseLocked() script method to GuiControl.
  • Added some rudimentary docs to GuiWindowCtrl
  • Added a tunable parameter to Vehicle to force an update to the working collision list after a number of ticks have elapsed -- $vehicle::workingQueryBoxStaleThreshold.
  • Added a tunable parameter to modify the multiplier used to generate the working query box from the convex box -- $vehicle::workingQueryBoxSizeMultiplier.

  • Fixes:

  • Prevent crash in event manager if listener object is deleted without being unregistered first
  • Zones and portal placement visualization no longer glows when HDR is enabled
  • Added a dynamic cast wrapper around gizmo updates to stop a crash when updating net objects ( mission area and mission info )
  • The impostors do not change sizes when looking at them perpendicular to their up vector.
  • Prevent creating or renaming an object to a name that clashes with an existing TorqueScript class
  • Fix several issues with visibility animations loaded from DAE models that were preventing tail lights working correctly on the Cheetah vehicle
  • Fix sidestep (or any) animation not reversing when Player switches directions
  • Fixed logic error when checking if an editor is open before cycling the game
  • Fix client side sub-meshes being forced initially visible. Culprit was ShapeBase::MeshHiddenMask which forced all sub-meshes to be unhidden which also set their visibility to 1. Fix rendering code to check forceHidden flag separately so no need to modify visibility when changing the flag (THREED-1827).
  • Correction to change r46068 that prevents crash if setting an auto-delete pointer to the same value it already has
  • Disable fog in the Shape and Material editor preview windows
  • Fix problems in Shape Editor and TSShapeConstructor when reloading models that have been placed as game objects in the mission
  • The AIPlayer now doesn't automatically stop when it is stuck. It is put into the MoveStuck mode but is still allowed to move. It is up to the onMoveStuck() callback to decide what to do. i.e. Nothing, nothing for a determined period, set new destination, etc.
  • Added a delay before the AIPlayer's stuck check is made. This allows the AIPlayer to accelerate up to speed first before worry about being stuck (and often producing a false stuck condition). The time delay me be set with moveStuckTestDelay and defaults to 30 ticks.
  • TerrainBlock doesn't support a scale, its scale field has been removed.
  • Datablock editor's spinner control no longer dirties the datablock after deselection
  • Vehicle collision causing engine to lock up now handled appropriately
  • The ParticleEffect align direction changed from Y up to Z up.
  • Fix camera flipped around x-axis when toggling between game and certain editors (ParticleEditor, DatablockEditor)
  • Fix existing materials being lost when collada loader updates materials.cs script
  • Disabled translucentZWrite for FPS Example's groundCover/materials.cs. This was causing transparency to display incorrectly in basic lighting.
  • Connecting directly to a multiplayer game does not show the loading screen. Fixed other projects.
  • Fixed ScatterSky rendering on Mac
  • Posix file system implementation no longer tries to read entire files into the FrameAllocator
  • Exclude headers form Xcode project build files (caused lots of build warnings)
  • Fixed problem with streaming sounds not starting
  • Bad clamp in WaterObject didn't allow fractional density
  • Corrected bound reference to toggleNetGraph()
  • Datablock Editor no longer overrides the Datablock Setting for RigidShape::massCenter
  • processBind now correctly assigns Node::Ranged when it's flag is passed in
  • Sounds are now reliably started when using the XAudio2 provider
  • Made synchronization between SFXVoice and SFXBuffer more reliable
  • Fixed seeking when using XAudio2 provider
  • Made end-of-stream detection catch earlier when using DirectSound (stream seeks will unfortunately cause imprecision)
  • Added workaround for XAudio2 still reporting queued buffers after calling FlushSourceBuffers
  • Now calling the correct function to cycle the game to the next level after $Game::Duration has passed.
  • Fix Item::setCollisionTimeout always failing; causing thrown weapons to be immediately picked up again
  • Mixing selection in scene and selection in editor treeview no longer leads to treeview getting out of sync
  • GuiTreeViewCtrl no longer deletes objects when it shouldn't while rebuilding it's tree
  • Fix crash when reading SFXSource.description field
  • GuiSliderCtrl no longer snaps when "snap=false"
  • Ensure that ColladaImportGui scale editbox is always enabled if override scale checkbox is checked
  • Fixed GameCore and mission end/reset logic
  • Player scores were not being correctly sent out with a multiplayer server.
  • Grids and guides in the editors now render properly against the depth buffer in AL.
  • Shapes now properly reload when their file has been changed, even if the file came from a locked or corrupt state
  • Water reflection is now bilinear filtered
  • insertNode no longer crashes when the user clicks within the node highlight box but outside of the MeshRoad.
  • Define default direction for crouch, prone and swim Player animations so they will play correctly even if the sequence does not contain a ground transform
  • FlyingVehicle now correctly plays and updates it's EngineSound.
  • Fixed leak of ForestWindAccumulators on shutdown.
  • Fixed memory leak of shader feature handles in ProcessedShaderMaterial
  • Fixed bad material instance leak caused by mistake in terrain material preload.
  • We were leaking a little bit of memory when allocating terrain materials.
  • Missing materials for windows in Burg. One was not even defined, the other has a - in its definition name.
  • Uninitialized variable in TSShape was causing memory leak when shape was loaded from Collada.
  • GroundCover no longer tries to render billboards into shadows
  • ParticleEmitters, PhysicsShapes, and PhysicsDebris now zone correctly
  • Incorrect test in getCategoryOfClass
  • Reverb now gets properly reset when exiting a level
  • SFXSoundscape now properly switches reverbs
  • Brought back ability for zones and portals to define custom ambient sound spaces
  • Mesh/Road/Rivereditor now locks and unlocks the mouse on MouseUp and MouseDown events
  • findParsedObject also checks the internalName of the object before returning null
  • Disable fog in ortho views of editor
  • Item lookup in GuiTreeViewCtrl now rebuilds tree if necessary
  • Music audio channel no longer tied to mission start/stop
  • Name checking no longer prevents terrain re-importing
  • SpawnSpheres now render correctly when viewed from inside the sphere
  • SFXEmitter no longer sets scale *and* object-space bounds
  • Force Player object into render lists
  • Fix assert crash with zone lists getting corrupted after deleting and adding zones for a while
  • zipped folder access. Provided an option in torqueConfig.h to disable looking for the root of a given path within zip files. This would prevent modding scripts by putting them in zip archives that have a different file name than the root directory that is being searched.
  • zipped folder access. Finding a file system that can service a given path is now done in reverse order. This allows for ZIP files to contain newer versions of scripts or art based on the ZIP's file name. i.e. scripts2.zip will be searched first, and then scripts1.zip.
  • Zipped folder access. Virtual mount system is now active. May be disabled with define in torqueConfig.h.
  • WhiteOut and DamageFlash. The flash fx are now only enabled when a damage flash or white out state is active.
  • BitStream::readQuat() now obeys the bitCount.
  • Empty Template no longer stalls at mission loading screen.
  • Fixed cases where materials with different properties were being batched together.
  • ArrayObject now passes the correct string through it's call to echo().
  • Vector lights no longer cause culling errors under AL
  • Update to r45810 so that Signal::trigger is re-entrant. Fixes a crash in TSShapeConstructor scripts that caused nested trigger signals
  • TimeOfDay.animate() now properly handles really fast transitions.
  • Window no longer gets smaller when toggling the light manager while in the editor with AA enabled.
  • Setting the ControlObject to a marker no longer causes a crash.
  • Gui copy paste gui object. Modified when the pasted GUI controls are selected to avoid changing the current add set.
  • File -> New Level results in engine freeze up. Real crazy bug with how the platform message box return values were defined. They had no type.
  • FlashFX no longer trashes the depth buffer
  • Fix Canvas::setCursorPos setting position relative to entire display rather than Canvas window
  • Con::gCurrentRoot now has the correct mod folder name in all cases
  • Datablock Editor now correctly exports tagged strings. (single quotes)
  • Fixed hard coded path to torque3d.def in VS2010 project file templates.
  • Removed whitecap from WaterObject. Water foam now correctly renders.
  • Added missing occlusionRadius to LightFlareData datablocks.
  • Fix crash when using debrisShapeName on ShapeBase objects to auto-generate debris pieces
  • Physics Demo Crash with Dedicated Server. This fixes both the client and server crashes.
  • Fixed issue that caused some interiors to crash with PhysX enabled.
  • Vehicle 3rd person camera should not collide with Trigger objects
  • Clear 'hidden' flag on collision shapes so client-side collision detection does not fail when World Editor is enabled
  • ActionMaps are no longer activated in the wrong order
  • Mission Area Editor icon for toolbar
  • We now correctly set the packetsize and packetrate to optimize single player games.
  • no longer get the mouse button up event. Set Canvas.alwaysHandleMouseButtons=1 to have the GUI process mouse buttons even if the cursor is hidden.
  • Fix Vehicle camera settings not being used when a Player is mounted to a Vehicle
  • Fixed Multiplayer crash when client exits
  • First person weapon now renders with a consistent transform in all passes.
  • Fix new CubeMaps not saving in Material Editor
  • Added check for 0 in BiQuadToSqr
  • guiWindowCtrl Resizing Issue
  • Fix crash when attempting to generate imposters on dedicated server
  • RenderSizableBitmapBordersFilled()+renderBorder() bug is fixed
  • Recalculate sequence node matters arrays when splitting a sequence using the Shape Editor
  • MissionArea Editor is Missing. This adds a new Mission Area Editor to the Editor menu and toolbar (icon needs updating).
  • SkyBox 'drawBottom' properly disables the bottom side of sky box.
  • Fixed a syntax error in the material definition for Burg_2_Module_Common_LMA_WallC-Material3_mat.
  • Fix FS::VerifyWriteAccess not working for paths outside the Torque game director)
  • Fix OpenAL non-streamed buffer not being freed
  • Fix SimObject::setAutoDelete not working
  • Editor scene rendering no long leaves GFX transform state dirty (caused DebugDrawer to not work in editor;)
  • DebugDrawer::drawFrustum no longer ignores color
  • Correction to DebugDrawer docs
  • WhiteOut and DamageFlash
  • Fix crash when changing imposter size in Shape Editor
  • Fix crash when calculating shape bounds of an imposter detail level
  • Fix several issues with editing sequence triggers in the Shape Editor
  • Corrected ConvexShape UV orientation for normal/binormals on geometry
  • "Disable Shadows" in visibility options does nothing
  • Automatic scrolling when selecting text in GuiTextEditCtrls is broken
  • CTRL+A will now select all text within a GuiTextEditCtrl
  • Crash when add more than 38 nodes for DecalRoad or MeshRoad (and river)
  • Decal system no longer generates hugely oversized DecalSpheres that end up containing all decals in a level
  • Fixed several missing field inits in constructors (thanks bank!)
  • Fix Vector::back method returning the same as Vector::end instead of the last element in the vector
  • None of the script container search functions work with the client scene graph
  • DOF new rendering correctly in multiplayer
  • Zones now maintain proper connectivity during editing
  • Reflections now properly respect zoning
  • EventManager no longer crashes the engine if its "queue" field is not set
  • messageBox() now returns integer again instead of string
  • Import Heightmap Terrain dialog now validates object name
  • Fix "emitter.velocityVariance <= (emitter.ejectionVelocity-1)" limit enforced by the Particle Editor. Actual limit is "emitter.velocityVariance <= emitter.ejectionVelocity"
  • Fix camera rotation getting screwed up when switching between ortho and perspective views
  • Program no longer crashes when unitsWalked is null. Thanks Manoel!
  • Solution now builds when LOG_INPUT is defined.
  • Inventory "use" not functioning correctly in multiplayer because of dependence on client variables.
  • Ability to invert camera in editor
  • Fixed problems with input in Camera Ortho Views
  • Users can manually enter a number that exceeds the max brush size on the slider.
  • langage issue in GuiTabPageCtrl
  • Shapes with alpha test materials correctly render their normal maps into imposters.
  • PhysicsShapes states do not match host when client joins mid-game
  • Fixed bug that was processing extra information even though shadows were disabled.
  • loadOnly flag for LightManager::lightScene() is ignoring flags
  • LOD now locks as well when using $SceneGraph::lockCull.
  • Modified physical zones so the player doesn't collide with them while outside of the structures.
  • The cached imposter texture was rendered with zwrites disabled when in AL.
  • Fix broken ConvexShape material references when renaming a material in the Material Editor
  • Fix Material Editor rendering entire scene into preview window when HDR is enabled
  • If you have parallax enabled per-pixel specular from the normal map alpha channel is disabled.
  • Removed duplicate loadMaterials() and reloadMaterials() in FPS Example project.
  • onGhostAlwaysStarted is now called with local game connections.
  • Load times are improved by throttling the forced canvas repaint between all datablock and objects.
  • Fix PhysX heightfield collision shape not respecting holes
  • Camera now respects orbit mode parameters
  • ItemData::create(%data) does not exist in a "player build".
  • Removing delegate that is next up in current triggering of signal no longer crashes engine
  • 1440x900 Editor Mishandling
  • Editor object icons now render in ortho views
  • Rectangle selection in World Editor is a lot faster now
  • Fullscreen causes a crash with the web plugin -fixed.
  • Switching views messes up camera controls.
  • World Editor gets stuck loading mission. deactivatePackage() now correctly removes only the requested package from the active package list.
  • Options dialog now initializes resolution dropdown correctly
  • Round-off errors of horizResizeRelative and vertResizeRelative are somewhat mitigated
  • Terrain now properly renders when advanced lightmap support is enabled
  • Quick keys for Mesh Road Editor and Decal Road Editor are not Consistent. Fixed keys to match the tooltip for the tool.
  • Player class missing mJetting in constructor
  • The debug drawer now properly uses color when drawing text.
  • Light brightness now affects specular when 'representedInLightmaps' is enabled on a light
  • Shadow attenuation now falls off correctly when 'representedInLightmaps' is enabled on a point or spot light.
  • Material Editor causing runtime errors
  • Particles VBs were being updated for shadows.
  • Engine no longer asserts when using "Save As" on previously unsaved datablock in Datablock Editor
  • Datablock Editor now updates filename in Gui when using "Save As"
  • GuiControl::findHitControls no longer returns false when it did find child hits
  • castRay inconsistencies in generating texture coordinates
  • Frustum culling now works correctly with portals
  • Forest Editor - Cannot Delete Forest Meshes
  • Fix LOD not working for shapes with details added using TSShapeConstructor
  • World Editor toolbar is no longer offset vertically
  • SFX3DWorld no longer loses track of its SceneObjects
  • Engine compiles again under Windows with TMM on
  • Fix crash in Shape Editor when renaming a node
  • Prevent user from re-parenting a node to one of its descendants in the Shape Editor which would cause a crash
  • Tab page control off (only in release)
  • Fix Collada importer wrongly generating rotation keyframes for non-animated nodes
  • The BL projected shadow no longer disappears after leaving a level and returning.
  • moveMap is the active ActionMap when renaming an object in the scene tree
  • DefaultEmitter Console Spam
  • Basic lighting projected shadow reflects the color of the scene lighting again.
  • Terrain lightmap size changes now properly update without exiting and reloading the level.
  • The glow blur was misaligned by half a pixel.
  • Projected shadows in BL now work with arbitrary object rotations.
  • Holes in terrain no longer cast shadows.
  • Fixed ShapeBase::mountImage console function always returning false
  • GuiButton depressed state were not rendered correctly
  • Fix WaterBlock::castRay wrongly detecting a hit for waterblocks larger than the container bin size
  • Vehicle animations stop working when you switch to a different ControlObject and back.
  • Driver reset on NVidia hardware caused by out of range index within index buffer
  • SimObject.setHidden() now properly works on ScopeAlways objects
  • SimObject.setHidden() now works properly on non-ShapeBase SceneObjects
  • Editor no longer calls onEditorRender for hidden objects
  • EndGame & Mission Ended never reach for Game Core
  • The first callback argument is no longer overwritten by subsequent arguments when using types other than int, float, or string
  • Default arguments for engine functions with 6 arguments were set up incorrectly
  • Script object and function declaration lines are now correctly reported
  • Fixed unnecessary string conversions in ArrayObject
  • GuiWindowCtrl no longer produces out-of-bounds array access when moving collapsed window groups
  • Gui Editor grid snapping state is now persisted correctly
  • No longer get warning when calling shellExecute without having a onExecuteDone function defined (Win32 only)
  • Type in Field Manipulator documentation fixed
  • Editor inspector popup code now sync'd with type system changes brought by engineAPI
  • Grid rendering in Gui Editor works again
  • Decal road doesn't render at certain angles
  • Cannot remove playing script thread from ShapeBase
  • ScatterSky moons now fade in and out
  • Unthemed toggle and push buttons now respect border and fill highlight colors as well as the border thickness settings
  • Item does not add itself to the scene anymore when hidden
  • Unhiding in World Editor is not dependent on presence of client-side ghost anymore
  • World Editor no longer does a forced full refresh on updates
  • Locked and Hidden toggles in World Editor context menus no longer do unnecessary GUI refreshes
  • Engine no longer asserts when passing an empty first commandline argument
  • GuiControl::onDeleteNotify() no longer crashes when using the same GuiProfile for both "profile" and "tooltipProfile"
  • HTTPObject.get() now handles an empty query string correctly
  • HTTPObject.get() default query="" argument restored
  • SimXMLDocument.getData() now returns empty string for empty XML element
  • playGui.cs in all projects have incorrect sized GuiShapeNameHud
  • No longer need to set the player's action thread while unmounting.
  • Player picks wrong animation if mount hasn't come through yet
  • ShapeBase scripted thread position only sent to 1st connection
  • fixed disconnect() never getting called on a dedicated server
  • GuiPopupMenuCtrlEx.getSelected has the correct return type S32
  • Datablock Editor "New" tab no longer is blanked by toggling out and into World Editor
  • Pasting objects in World Editor no longer skips SimGroups
  • Object mementos (used by copy&paste functionality in World Editor) now handle object renaming correctly
  • SimGroup::write now respects SimObject::NoName flag
  • Persistence manager now correctly removes field that has been set to empty and is at default
  • Persistence manager now adds quotes when replacing values to handle empty strings and vector fields correctly
  • New enhanced "superClass" linkage now works in the presence of packages
  • Command Line options for mission loading does not allow for spaces when starting a dedicated server. Fix is for Windows only.
  • Add FMOD Project correctly detects presence of FMOD Designer support
  • Bottom edge oriented GuiWindowCtrls no longer slide downwards when resizing their parent
  • Timing bug in the NP and IE web plug-ins.
  • Win32File::calculateChecksum() now supports very large files.
  • TerrainFile::create() can now properly handle an absolute file path.
  • Fixed leaked directory handles in UNIX fileio for Platform::dumpPath() and Platform::isSubDirectory().
  • Fixed bad iterator access in ShapeBase::MountedImage::updateSoundSources().
  • Fixed null pointer access in SFXSystem::dumpSources().
  • Fixed null pointer access in GuiFormCtrl::addObject().
  • Fixed some file handle leaks in GGL generator code.
  • Protected against rare, but theoretically possible null pointer access in StandardMainLoop::handleCommandLine().
  • Fix muzzle vector wrong for alt-fire (server Player model instance not animated unless weapon is in firing state)
  • Fix convex-shape zones and portals not having their OBBs set correctly
  • Moved debug rendering to occur after HDR processing.

  • Notes:

  • SceneObject::onSceneAdd() no longer receives a SceneManager pointer
  • ConvexShape conversion now deletes the original object (full undo in place)
  • Removed AIObjectType
  • Removed DamagableItemObjectType
  • Removed ShadowCasterObjectType
  • Removed StaticRenderedObjectType
  • Removed StaticTSObjectType
  • Added DynamicShapeObjectType
  • Reclassified a number of SceneObject classes
  • SimObject::getType() has moved to SceneObject::getType()
  • Triggering a load on a GuiControlProfile now also causes bitmap array rects to be initialized
  • Moved collision/polyhedron to math/mPolyhedron
  • Refactor of sceneGraph (now scene) system
  • Refactor of zoning system
  • Removed the console "metaobject" (reflection) system; was a step in the wrong direction
  • Updated FMOD headers to 4.32.05
  • Removed GuiProfile.yPositionOffset
  • Big refactor of light flare logic to clean up logic, remove duplicate calculations, and fix occasional flashes.

Known Major Issues:

  • Lighting artifacts on latest Radeon 5670 ( driver version 8.850.0.0 )
  • River and Road rotations are not working properly.
  • Gui editor may lock up if arrow keys are used and no guis are selected.
  • AI animation issues may occur when it exits water.
  • In the ShapeEditor, you must select the nodes in the Nodes tab and from the drop down on the object before you can manipulate them
  • Clean-up of My Project Fails on XP and behaves eradically on other systesms. Users should clean up the project in Visual Stuido
  • Projectiles may not always explode when colliding with terrain.(http://www.garagegames.com/community/forums/viewthread/125615)
  • Certain objects always render regardless of toggle visibility ( occlusion volume, portal, sound space, zone )
  • Large decals render with artifacts (likely a DX limitation)
  • Projectiles collide eratically off of cloth simulation
  • Low Player Mass Value causes severe performance problems

About the author

Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.


#1
06/02/2011 (4:53 pm)
Now that's what I call a changelog! :)
#2
06/03/2011 (7:25 am)
...lot of 'player' fixes I've been waiting for...
#3
06/03/2011 (9:03 am)
That's an awesome changelog! There are some things I don't fully understand, in fact a ton of things that swoop right over my head. As a level designer, it would be nice to know what some of these things mean to me. First up is this one:

Occlusion volumes fully implemented

What's does that do for me? How do I use it? Do I need to do something or what exactly?
#4
06/04/2011 (7:50 am)
I should have read this before posting about Projectiles *sheepish grin*
Impressed with work.

Ill post a resource on the Changes I did to engineSound
(switch to turn off/on on mount) a bit later.
I integrated it into the calls better.
#5
06/07/2011 (9:27 am)
that's really great!
#6
06/20/2011 (6:54 pm)
Not sure if this is the place to ask but where can we locate the .sln file once a project is created? I am using Torque 3D 2009 1.1 Beta 3. I want to be able to edit the source directly.
#7
06/20/2011 (8:38 pm)
@Ben - You could either start a new thread or search the forums. Also, IRC is a great place to meet new people. Check out http://www.garagegames.com/products/torque-3d/getting-started.

http://www.garagegames.com/products/torque-3d/documentation

Your answer is in the Setup section of the documentation.