Torque 3D 1.1 Beta 3 Changelog
by Matt Fairfax · in Torque 3D Professional · 09/20/2010 (7:29 am) · 14 replies
Features:
- Added Visual Studio 2010 support to the Project Generator (note that the Torque Toolbox does not support VS2010 yet)
Improvements:
- Removed unnessasary output registers and clip() on scatterSkyP.hlsl.
- We now early out of Forest::getLocalWindTrees when the element doesn't need wind effects.
- Exposed AIObjectType to console ($TypeMasks::AIObjectType) (www.torquepowered.com/community/forums/viewthread/110821)
- Better distribution of point cloud rendering for SFXEmitter distance attenuation in World Editor
- We now select SM 2.0b and 2.0a on SM2 devices that support it. (www.torquepowered.com/community/forums/viewthread/116139
- DecalData field for controlling distance/lod fade renamed to fadeStartPixelSize and fadeEndPixelSize. Some DecalData documentation has also been improved.
- Decal rendering optimized. - Only reassigns the vert color/alpha for a decal if it has changed since the last render.
- Moved TerrainEditor SetHeight value to toolbar (from settings gui) and added shortcut (ALT + Left mouse) to sample height at current mouse position (www.torquepowered.com/community/forums/viewthread/119171)
- Now render GuiListBoxCtrl item text using the item color, and allow optional rendering of the item bullet rectangle.
- Added Detail Normal Map feature for GLSL
- Removed build-time dependency on dos2unix by replacing it with another use of tr (better because tr ships with Mac OSX)
- Now generate warning when loading a DTS mesh with un-addressable mesh indices (ie. a v25 DTS file with more than 2^16 vertices in a single mesh) (www.torquepowered.com/community/forums/viewthread/103421)
- Slider controls now close themselves when either mouse button is clicked outside of the control.
- Updated the functionality of the GuiStackCtrl: all 4 types of stacking (top-to-bottom, bottom-to-top, left-to-right, right-to-left) are now fully supported. Stacks can also be configured to grow up for vertical stacking, or grow left for horizontal stacking (instead of the usual grow down and grown right behavior).
- Removed unnecessary instanced wind parameters for Forest trees.
- Now allow dae2dts to use TSShapeConstructor to modify DAE models in-memory prior to saving to DTS.
- Grouping of SFXSources now retains the playback state of child sources
- Added support for live updates of ParticleEmitterNode properties: active, emitter, velocity (www.torquepowered.com/community/forums/viewthread/118879)
- RenderPassManager now directly adds render instances to bins using signals.
- Signal<> now has removeAll(), merge(), and assignment operator.
- Optimized TSShapeInstance::setDetailFromDistance() to use a lookup table for LOD.
- Forest 'meshes' metric no longer reports LOD culled shapes.
- Optimized away sqrt in TSLastDetail::render() by letting the imposter vertex shader generate the scale from the orientation vectors.
- We now get a tighter cull in the PSSM splits reducing draw calls 20% to 50% on dense scenes.
- Exposed lightMapSize field to TerrainBlock (www.torquepowered.com/community/forums/viewthread/110835)
- PxCloth now behaves properly when used from the editor obeying property changes and positioning accurately.
- Cleaned up how pxCloth allocates materials.
- Moved DirectSound+XAudio into its own project generator module.
- NetGraph now says 'Bytes sent' and 'Bytes received' instead of 'Bits'.
- Easier to place decals now, extended the raycast distance from 300 to 3000 when clicking in the editor.
- Raycast against terrain in the DecalRoad editor extended, was previously only 1000 meter.
- Removed unused function GuiBitmapButtonCtrl::setBitmapHandles from codebase.
- Removed assignment of Stringtable->EmptyString object to String.
- DecalEditor can now render the pixelSize of the currently selected decal if $DecalEditor::renderPixelSize is true.
- GFXGLDevice now returns a dummy shared static vertex declaration to keep the GFX layer from thinking it needs to reallocate it all the time.
- Removed unnecessary references to strreplace in MaterialEditorGui::setMaterialNotDirty().
- Removed unused variable disableParallaxMaps from TerrainCellMaterial::_createPass().
- Added GLSL version of addOutDetailTexCoord
- Tweaked GLSL getVertTexCoord() failure behaviour to match HLSL
- Added assert to Gizmo::setProfile to insure it is not set to NULL. Gizmo should always have a profile.
- We now get the vertex declaration before we copy it in GFXVertexBuffer which removes almost all per-frame calls to GFXVertexFormat::_updateDecl().
- ForestCells now default to 32 items per cell which gives us much better culling. Also enabled origin sort on Forest items to save some CPU on TSShapes.
- Removed unnecessary setting of smCaseSensitive in ArrayObject
- Moved ForestWindAccumulator into its own source file and header.
- Removed unneeded calls to "isMethod" before invoking callbacks implemented using the IMPLEMENT_CALLBACK macro.
- Inlined MaterialList::getMaterialInst().
- Increased the maximum allowed flare size scale as you approach it, allowing the flare to maintain a more believable world-size at close distances.
- We now use the standard console function to generate unique internal material name
- Enhanced Torque::FS::MakeUniquePath to perform a psuedo-binary search for the name instead of a linear search.
- Swapped EditTSCtrl console methods to DefineEngineMethod form.
- Further optimizations to TSMesh::innerRender().
- $Stats::netGhostUpdates is now reset every ghost read removing the difference in behavior it had if the net graph was visible or not. Docs were updated to match.
- Cleaned up old remnants server side support in PxCloth... cloth is client side only.
- Clamped the density of a WaterObject to 1000 to prevent the player being uncontrollably launched out.
- Combines decal verts into a batch in system memory prior to copying it to the real vertex buffer in one memcpy.
Fixes:
- Vertex alpha for permanent non-fading decals now getting properly initialized.
- LightFlares no longer clip through the weapon or other objects very close to the camera.
- GuiTextCtrl::inspectPostApply no longer causes the value of variables assigned to the control to be overwritten with initial text
- Fixed a possible divide by zero if ParticleRenderInst::softnessDistance was zero.
- Now prevent weird Player node transforms when first rendered (www.torquepowered.com/community/forums/viewthread/118917)
- Shader generation now working for all shaders under SM 2.0
- Looped, streaming audio no longer crashes the engine (affected all providers except FMOD and NULL) (www.torquepowered.com/community/forums/viewthread/118833)
- Unassigned (NULL) names of SFX datablocks no longer cause crashes in the console system
- StringUnit::getUnit() no longer crashes the engine when exceeding limit of built-in buffer (now just clamps excess characters)
- Popups of inspector fields for TypeGuiProfile, TypeSFXParameterName, TypeSFXSourceName, and TypeSFXStateName now properly highlight the current value
- Current selection is now properly highlighted in GuiPopUpCtrl(Ex) controls that are opened upwards
- General properties of SFXDescriptions are now displayed again in inspectors (conflicted with special semantics of "General" group)
- Crash prevented when GuiConvexEditorCtrl::onAdd() fails
- Fixed crash when unhiding a ShapeBase object that has already been added to the scene
- Now prevent crash in GroundPlane caused by bad calculation of squareSize when zoomed way out
- Fixed Editor guis appearing to 'undock' when the resolution is changed. (www.torquepowered.com/community/forums/viewthread/120117)
- Fixed PersistenceManager problem when removing fields within quotes
- The view vector was calculated incorrectly which causes sun specular to look incorrect far from the world origin. (www.torquepowered.com/community/forums/viewthread/119031
- CubeMap shadows no longer flicker or distort the AxisGizmo. (www.torquepowered.com/community/forums/viewthread/119151) - CubeLightShadowMap was not restoring the frustum to its previous state after rendering.
- Changing the AntiAliasing value so that it is now properly applied, it was previously not actually applied until the resolution changed.
- Turning on AA and AdvancedLighting no longer causes rendering artifacts. (www.torquepowered.com/community/forums/viewthread/119273, www.torquepowered.com/community/forums/viewthread/119225) - The users preferred value for AA is kept but disabled under AL and restored in BL.
- Copying text within a GuiMLTextCtrl now saves the entire string to clipboard, rather than truncating the last character.
- Large maxDistances of SFXEmitters no longer cause crashes in World Editor
- GroundCover no longer creates an offset when generating materials on "blended" textures.
- Fixed TSShape LOD lookup table to handle collision only shapes.
- Pressing tab in the console now cycles through functions in alphabetical order.
- Provided a workaround for DTS exporters that do not write the Detail::averageError and/or Detail::maxError values correctly, causing LOD to fail. Now attempt to detect such shapes and set averageError and maxError to -1 to prevent problems. (www.torquepowered.com/community/forums/viewthread/109109/)
- Now prevent CubeMap list being populated multiple times (whenever Edit button is pressed). Only do it when the gui is first displayed.
- Fixed death animation not played for AI players (www.torquepowered.com/community/forums/viewthread/118921)
- Fixed slider thumb not being updated correctly when using mouse-wheel to change slider value (www.torquepowered.com/community/forums/viewthread/120115)
- Fixed World Editor inspector fields with dropdown menus not initially selecting the active item (www.torquepowered.com/community/forums/viewthread/120113)
- Fixed dependency in engineAPI on ordering of global ctors
- The MissionGroup is now prevented from being added to a new SimGroup in the WorldEditor inspector
- Fixed incorrect use of maxLookAngle in Player networking (should be maxFreeLookAngle) (www.torquepowered.com/community/forums/viewthread/116165)
- Fixed camera movement not matching view direction in non-perspective editor views
- Fixed camera movement normalized incorrectly in Overhead mode. (www.torquepowered.com/community/forums/viewthread/107491)
- Fixed camera forward movement reversed when looking above the horizon (www.torquepowered.com/community/forums/viewthread/119807)
- Force full reload of local profile when recreating source of SFXEmitter (www.torquepowered.com/community/forums/viewthread/119173) - Source of bug was peculiarity of DirectSound SFXBuffer/SFXVoice handling (due to DS not having a concept of "voices").
- Fixed crash when a changeMaterial is called with a 'mapTo' name that does not exist in the object (www.torquepowered.com/community/forums/viewthread/117711)
- Splines for decal roads now use the client side road.
- Fixed setTransform() not retaining original rotation when called with only a position (www.torquepowered.com/community/forums/viewthread/119933)
- Fixed radius damage affecting objects on other side of walls, and include TSStatic type mask in radiusDamage.cs in Templates. (www.torquepowered.com/community/forums/viewthread/118815)
- We now initialise TSThread::path fields to prevent crash if they are used prior to being set.
- Terrain lighting now takes square size into account. (www.torquepowered.com/community/forums/viewthread/110951)
- Fixed 'dropPlayerAtCamera' not working correctly when the player is mounted
- Fixed degrees/radians mismatch in TransformF get/set methods causing numerous problems with value returned from getTransform() (www.torquepowered.com/community/forums/viewthread/119543)
- Fixed text color tags (cx) not working in chat hud
- Fixed chat message text color being reset on new lines
- Fixed bottom-to-top behavior of GuiStackCtrl not working correctly (www.torquepowered.com/community/forums/viewthread/105819)
- PrePass materials now inherit the MFT_DiffuseVertColor feature from the diffuse material. This allows decals which fade over time or distance to properly fade their normal contribution at the same time.
- PathCamera.reset not accepting 0.f after recent change (depending on how the compiler treated the illegal NULL comparison)
- Fixed materialEditor.ed.cs script modified when a new material was deleted before being saved. (www.torquepowered.com/community/forums/viewthread/119537)
- Fixed trailing semicolon not removed from file when an object or field is removed by the PersistenceManager. (www.torquepowered.com/community/forums/viewthread/119349)
- Reimplemented TCPObject. It now accepts a single string command rather than a parameter list. (www.torquepowered.com/community/forums/viewthread/118951)
- Terrain Material Painter dialog no longer resets it's activeMat property on wake. (www.torquepowered.com/community/forums/viewthread/118819)
- The first time you scale a decal that was just placed and had not been moved it was incorrectly placing that decal at the origin.
- Shape Editor no longer crashes when a model fails to load
- Fixed Projectile position sent twice in initial update (www.torquepowered.com/community/forums/viewthread/119201)
- Fixed inconsistent appearance of Projectile effects (explosion, decal etc) (www.torquepowered.com/community/forums/viewthread/118893)
- The Forest brush now obeys the scale exponent.
- Added DECLARE_CONOBJECT for ParticleEmitter allowing for creation from script, $ParticleEmitter::isRenderable, and $ParticleEmitter::isSelectable.
- Corrected sRenderPlayerCollision to be a boolean.
- Batching on DecalRoads fixed and re-enabled.
- Fixed incorrect SFX auto-detection (www.torquepowered.com/community/forums/viewthread/118857)
- Fixed broken sort functions in ArrayObject that used script callbacks (www.torquepowered.com/community/forums/viewthread/115481)
- Added a workaround for TGAs with the wrong number of alpha bits specified in the header. Fixes transparency for TGAs created by certain apps. (www.torquepowered.com/community/forums/viewthread/119063)
- Now check that an object has been registered before invoking console callbacks (fixes "Con::execute - 0 has no namespace:" messages in console) (www.torquepowered.com/community/forums/viewthread/118787)
- Added support for exporting the heightmaps of unnamed TerrainBlocks
- Fixed WayPoint objects not saving their name in the mission file. Note that this required the WayPoint::name field to be renamed as it clashed with SimObject::name. Existing scripts that used WayPoint::name will need to be updated. (www.torquepowered.com/community/forums/viewthread/118923)
- Clicking the New Gui button in the EditorChooseGUI dialog now launches a prompt to construct a new gui.
- WaterPlane no longer tilts when the camera rolls, eg, in a vehicle. (www.torquepowered.com/community/forums/viewthread/118813)
- Physics demo now disables depth-of-field effect when disabling first person zoom. (www.torquepowered.com/community/forums/viewthread/118849)
- Removed unnecessary argument from AIPlayer::getAimObject(). (www.torquepowered.com/community/forums/viewthread/119465)
- When disconnected from the host, the server connection will delete all objects before destroying the physics world.
- MeshRoadConvex::getPolyList() and MeshRoad::buildConvex() now set their points in the correct order. (www.torquepowered.com/community/forums/viewthread/108331)
- mObject->getTransform() now returns the identity.
- Convex peaks no longer set themselves inside of the MeshRoad.
- MeshRoad::onAdd() now calls regenerate() before adding to the scene. (www.torquepowered.com/community/forums/viewthread/118389)
- Prepass materials are now only instanced if the diffuse shader is instanced. (www.torquepowered.com/community/forums/viewthread/118823)
- LightFlare should cause less seizures, caught a divide by zero case.
- Fixed GroundCover::invertLayer field not working (www.torquepowered.com/community/forums/viewthread/118801)
- Fixed GuiListBoxCtrl::addItem() console method (color argument should have been optional)
- Added back ParticleData::animTexTiling field that had been mistakenly removed (www.torquepowered.com/community/forums/viewthread/118931)
- The polycount metric now correctly reports triangles from hardware mesh instancing.
- Now prevent a crash caused by deleting all materials in the Terrain.
- Fixed material list not updated when importing geometry into the Shape Editor.
- Fixed terrain rendering squares reporting as filled when they are actually clear. This fixes inconsistent collision detection around cleared terrain edges. Note that this change will likely require existing terrains with holes for caves/tunnels to be fixed up, as wrongly rendered squares around the hold edge will no longer be rendered. (www.torquepowered.com/community/forums/viewthread/115937)
- Fixed geometry not rendering in the Shape Editor if imported using the GUI (missing materials problem).
- Fixed specular map not working with DXT5_NM textures (www.torquepowered.com/community/forums/viewthread/111903)
- Fixed mouse being wrongly locked when window loses focus while world editor is loading.
- Fixed setThreadDir resetting completed, non-cyclic animations to the start position. (www.torquepowered.com/community/forums/viewthread/103663)
- All objects should now properly hide themselves when hidden from script or in the World Editor.
- Camera->Fit view menu commands are now overriden as needed so they work in the Shape Editor
- Fixed a problem with GuiShapeEdPreview::fitToShape() not working properly with certain camera angles
- Fixed crash when more than 32 terrain files are created in a single directory.
- Incorporated fixes to EditTSCtrl::renderCircle90 console method from the forum. (www.torquepowered.com/community/forums/viewthread/108265)
- Fixed case sensitive filenames in #include's (www.torquepowered.com/community/forums/viewthread/109563)
- Update ArrayObject with fixes from the forums (www.torquepowered.com/community/forums/viewthread/115481)
- Fixed crash bug when normal or tangent is NULL in ShaderFeatureHLSL::setupTexSpaceMat().
- Fixed mismatch with Filter State.
- Fixed incorrect reference to mMaterialNames.size() in MaterialList::load().
- SubMaterialSelector::onSelect now correctly detects and calls postApply() when classes don't have a .postApply() method defined in script.
- MatInstance now calls deleteAllHooks() every time it initializes.
- Renamed GuiTextListCtrl::setSelectedId back to setSelectedById.
- Updated all outdated references to getType() to getTypeMask() in order to fix compile errors. (www.torquepowered.com/community/forums/viewthread/118945
Docs:
- Added documentation for ScatterSky::fogScale field to note that it overrides LevelInfo.fogColor (www.torquepowered.com/community/forums/viewthread/118533)
- Updated CHM to have SimObject and some variable definitions
- Update HTML to resolve around 40 issues including broken links, missing images, and misleading statements.
- Added artist guide for vertex painting objects
- Updated the ParticleData::animTexTiling field description
- Documented SimObject class
- Documented $cameraFOV variable
- Fixed the documentation on $Stats::netBitsSent and $Stats::netBitsReceived to reflect that its actually 'BYTES'.
- Updated ArrayObject description and console methods.
- Fixed a typo in doc comment of SimPersistSet.resolvePersistentIds
- Updated broken documentation links in Gui Editor.
- Removed normalForce, restorativeForce, rollForce, and pitchForce from the DocClass. All references to TriggerDustHeight also removed.
Notes:
- Specularity and Normal mapping is disabled on pure 2.0 devices to fit under the instruction count. All versions greater than 2.0, including 2.0a and 2.0b will have normal/specular enabled.
- Upped size of StringUnit built-in buffer to 2kb
- Maximum velocity for items now defaults to 25 in order to stop them from generating massive amounts of collision data under high velocities.
- A long standing bug in the script function disconnectedCleanup() was fixed but it will cause sounds to not play correctly in your old project unless you mirror the changes you will see in scriptsclientserverConnection.cs
Resolved Bugs:
- Streaming audio crashes with looping sounds (www.torquepowered.com/community/forums/viewthread/118833)
- Terrain Material detail map strength not applying unless the Terrain Material is unselected and reslected (www.torquepowered.com/community/forums/viewthread/118819)
- WaterPlane renders incorrectly when driving a WheeledVehicle (www.torquepowered.com/community/forums/viewthread/118813)
- Script errors in the Templates (www.torquepowered.com/community/forums/viewthread/118787)
- New GUI button does nothing in the GUI Selector dialog box (www.torquepowered.com/community/forums/viewthread/118645)
- Heightmap variations between import/export functionality (www.torquepowered.com/community/forums/viewthread/119247)
- Cancelling cubemap creation in Material Editor causes a vertex index error and engine crash (www.torquepowered.com/community/forums/viewthread/119331)
- Deleting materials in terrain editor not correctly removing them from materials.cs (www.torquepowered.com/community/forums/viewthread/119349)
- Creating a cubemap material on a sky box causes a crash (www.torquepowered.com/community/forums/viewthread/119437)
- AIPlayer::getAimObject() script function is incorrectly requiring a bogus argument (www.torquepowered.com/community/forums/viewthread/119465)
- High water density values can cause crashes when objects collide with a Water object
- DTS Objects (some stock) won't calc pixelsize for LOD (www.torquepowered.com/community/forums/viewthread/109109/)
- Explosions render differently when connected to dedicated server (www.torquepowered.com/community/forums/viewthread/107823)
- guiListBoxCtrl::AddItem broken and strange behaviour when fixed (www.torquepowered.com/community/forums/viewthread/119605)
- Collision between WheelVehicle and MeshRoad not working (www.torquepowered.com/community/forums/viewthread/108331)
- Game lags/hangs when an item is destroyed by an explosion
- Need to update ArrayObject with the latest fixes (www.torquepowered.com/community/forums/viewthread/115481)
- Integrate DX5_NM + Specular map fix (www.torquepowered.com/community/forums/viewthread/111903)
- Inconsistent collisions around the edges of Cleared terrain (www.torquepowered.com/community/forums/viewthread/115937)
- New RigidShapes made with Datablock Editor cause a crash (www.torquepowered.com/community/forums/viewthread/116463)
- Adding a sequence via Shape Editor with an out-of-range keyframe causes a crash (www.torquepowered.com/community/forums/viewthread/111553)
- Raycast on Forest brush causes slowdowns and incorrect data (www.torquepowered.com/community/forums/viewthread/117079)
- Importing a new terrain heightmap crashes the world editor (www.torquepowered.com/community/forums/viewthread/111715)
- AIObjectType missing from the console typemasks (www.torquepowered.com/community/forums/viewthread/110821)
- World Editor doesn't add ".mis" extension to filenames (www.torquepowered.com/community/forums/viewthread/116703)
- Crash occurs in changeMaterial if the specified target in mapTo does not exist (www.torquepowered.com/community/forums/viewthread/117711)
- levelinfo.fogColor not applied when reloading mission (www.torquepowered.com/community/forums/viewthread/118533)
- Game freezes when non-static items receive impulse from radiusDamage (www.torquepowered.com/community/forums/viewthread/112945)
- Water with fullreflect does not reflect terrain (www.torquepowered.com/community/forums/viewthread/111963)
- Creating a model that is improperly setup crashes Torque when imported
- Export Terrain Heightmap Listbox is never populated
- GuiListBoxCtrl::getItemObject is broken (www.torquepowered.com/community/forums/viewthread/117637)
- Deleting a new material can cause editor script errors (www.torquepowered.com/community/forums/viewthread/119537)
- Cancelling cubemap creation in Material Editor causes a vertex index error and engine crash (www.torquepowered.com/community/forums/viewthread/119331)
- Hitting F7 while driving a Vehicle puts you at an odd view angle
- Program crashes after scrolling/zooming out while in the bottom ortho camera view
- Orientation issue with player when using F7 key
- Targas Created By Modo load into Torque3D flipped (www.torquepowered.com/community/forums/viewthread/116093)
- Headside animation does not function across the network (www.torquepowered.com/community/forums/viewthread/116165)
- Mouse trigger not called when the cursor is on the screen (www.torquepowered.com/community/forums/viewthread/111587)
- Incredibly dangerous bug in BitStream::readBits() (www.torquepowered.com/community/forums/viewthread/113953)
- Project with a specific name crashes (www.torquepowered.com/community/forums/viewthread/112435)
- Particles render differently under dedicated server (www.torquepowered.com/community/forums/viewthread/107823)
- Setting the detail strength of a Terrain Material to zero will cause it to render a "hole" (www.torquepowered.com/community/forums/viewthread/90977)
- If the World Editor loses focus while loading it will lock the mouse cursor to the 3D viewport
- Hard crash when the World Editor attempts to create more than 32 terrain files in the same directory
- Need to expose TerrainBlock lightmap size as an editable property (www.torquepowered.com/community/forums/viewthread/110835)
- Physics demo crashes in multiplayer when the host disconnects
- setThreadDir() not working correctly (www.torquepowered.com/community/forums/viewthread/103663)
- Update include file names to case sensitive systems (www.torquepowered.com/community/forums/viewthread/109563)
- Integrate EditTSCtrl::renderCircle() fixes (www.torquepowered.com/community/forums/viewthread/108265)
- Camera movement normalized after scaling in overhead mode (www.torquepowered.com/community/forums/viewthread/107491)
- DeathMatchGame::endGame calls startGame (www.torquepowered.com/community/forums/viewthread/114643)
- Crash Bug: deleting terrain textures renders terrain useless (www.torquepowered.com/community/forums/viewthread/115027)
- Is the forest creation tool Collidable and Radius supposed to create a bounding area? (www.torquepowered.com/community/forums/viewthread/115137)
- When the camera is in Overhead mode the forward motion is reversed when the pitch is above the horizon (www.torquepowered.com/community/forums/viewthread/119807)
- setTransform not currently preserving object's rotation (www.torquepowered.com/community/forums/viewthread/119933)
- Ammo and health packs causing a crash after being used and forced to be visible again
- Large performance drop in shape editor (www.torquepowered.com/community/forums/viewthread/119903)
- Adding MissionGroup to another SimGroup causes a crash
- GuiConvexEditorCtrl causes crash when added through the GUI Editor
- Clicking "Edit" in the Cubemap Editor causes duplicate entries to be added
- World Editor panels do not stay "docked" when resolution changes occur (www.torquepowered.com/community/forums/viewthread/120117)
- Changes made to a slider value in the World Editor by mouse wheel do not change the visible value (www.torquepowered.com/community/forums/viewthread/120115)
- Issue in World Cditor collision combo box (www.torquepowered.com/community/forums/viewthread/120113)
- Particle Editor's "Play Effect" button does not function
About the author
I am a Game Designer at PopCap who has worked on PvZ Adventures, PvZ2, Peggle Blast, and Bejeweled Skies. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.
#2
09/20/2010 (9:09 am)
Completely agree with Chris, thanks for frequent posting about the Torque3D progress and new versions.
#3
09/20/2010 (5:31 pm)
totally agree with Chris. Great job!
#4
09/20/2010 (5:36 pm)
Yeah, I always feel warm and fuzzy reading these massive fix logs, good to know you guys have our backs :)
#6
09/20/2010 (8:18 pm)
Great work! :salute:
#7
Also, is the South Pacific demo still planned to be released with beta 3 sometime soon?
09/21/2010 (1:40 am)
What is the status of the critical bugs from beta 2? More specifically the one where the game locks up and the graphics go all crazy when there is water and particles?Also, is the South Pacific demo still planned to be released with beta 3 sometime soon?
#8
As for the South Pacific demo, it will be released separately from the engine but it wasn't in a releasable state when Beta 3 was ready.
09/21/2010 (2:23 am)
If it's not in the changelog then it's still an active bug. That one in particular I know is still being worked on.As for the South Pacific demo, it will be released separately from the engine but it wasn't in a releasable state when Beta 3 was ready.
#9
Still get that split second lock on dense particle reflections.
Just to mention, has anyone thought it might be useful to have a lower/LOD version of particles available? I can think of a few games that have a low-res version of their particles at distance.
09/21/2010 (2:31 am)
$dense_particles + $full_reflection !$= "resolved";
Still get that split second lock on dense particle reflections.
Just to mention, has anyone thought it might be useful to have a lower/LOD version of particles available? I can think of a few games that have a low-res version of their particles at distance.
#10
09/22/2010 (10:28 am)
Great work !
#11
... what are we supposed to do with bugs alreday reported in previous beta? Spam them into 1.1 beta 3 forum? Or just let things be?
09/23/2010 (7:27 pm)
Incidentally ...... what are we supposed to do with bugs alreday reported in previous beta? Spam them into 1.1 beta 3 forum? Or just let things be?
#12
In a couple of weeks, feel free to retag them for the Beta 3 forum.
Thanks!
09/23/2010 (8:34 pm)
For the time being, please leave them in the Beta 2 forum so that we can more easily track the initial burst of bug reports.In a couple of weeks, feel free to retag them for the Beta 3 forum.
Thanks!
#13
10/31/2010 (12:55 pm)
When can release T3D 1.1 final version?
#14
e: Are there any specific issues that you are being plagued with in the current release?
10/31/2010 (2:00 pm)
I don't know that we are quite ready for a final, incremental beta builds are a huge improvement and we should be pretty happy with as many beta cycles as it takes to complete the 1.1 stablee: Are there any specific issues that you are being plagued with in the current release?
Torque 3D Owner Chris