Torque 3D Open Source Update 2012-10-18
by Dave Wyand · 10/18/2012 (1:29 pm) · 14 comments

Torque 3D Open Source Update 2012-10-18
Torque 3D was released under a MIT license on September 20, 2012. For those that may not have been following our blogs on this release, please give them a read:GarageGames to Release T3D as Open Source
The Future of Torque 3D is Open Source!
Open Call: Join the Torque 3D Open Source Committee
Torque 3D MIT FAQ
It's here! The MIT licensed Torque 3D GitHub repo is ready!
First T3D MIT Committee Meeting
Torque 3D Open Source Update 2012-10-02
We want your feedback on Torque 3D!
T3D Steering Committee Meeting Notes - 2012
It has been a couple of weeks since my last T3D update, and with us approaching the one month mark following the open source release, it is time for another update blog. We currently have two GitHub repositories:
The Torque3D repository currently has just over 230 forks and more than 690 stars. As expected, the Torque3D repository’s development branch has seen most of the action. The following changes have been made:
- Fix for Issue #54 for PhysX client crash on exit (Issue 54)
- Fix for Issue #56 for ShapeEditor save crash (Issue 56)
- AI related bug fixes and improvements. (Issue 11)
- Fix for Issue #62 for Large decal disappears (Issue 62)
- Fix for Issue #64 for GuiTabBookCtrl rendering (Issue 64)
- Rename AiPlayer::produce() to AiPlayer::spawnAtLocation() (Issue 67)
- Fix for Issue #66 for Skinned mesh crash (Issue 66)
- SpawnSphere leaves its spawned object at the origin (Issue 44)
- Fix for Issue #88 for River Editor Snapping (Issue 88)
- Fix for Issue #90 for Camera orbit object bug (Issue 90)
- Fix for Issue #94 for Cubemap render bug (Issue 94)
- Fix for Issue #96 for DAE updating crash (Issue 96)
Torque 3D Open Source Steering Committee
The first community members to join the Torque 3D Steering Committee have been selected. We’ve chosen to start off small and allow for future growth in the committee rather than fill all of the available slots right away. Next week we’ll introduce the new Steering Committee members and version 1.0 of the committee’s charter.Thank-you to everyone who applied. Your names will remain on our prospective committee members list for when it comes time to add more members down the road.
- Dave
About the author
Producer at GarageGames LLC
#2
I really like all these bugfixes being pulled in from GG internal stuff.
10/18/2012 (2:53 pm)
Quote:Now that is what I am Torque'n about!:D
I really like all these bugfixes being pulled in from GG internal stuff.
#3
What's the suggested procedure for handling bringing my own code current with repo modifications?
At the moment, I'm working from a dot zero ZIP download from github.
The only tool I use is an editor that walks directories and gives me a two pane window to edit in changes. I'm thinking that won't cut it if the T3D code moves so quickly.
10/18/2012 (3:57 pm)
Great info, cool to see the fixes coming.What's the suggested procedure for handling bringing my own code current with repo modifications?
At the moment, I'm working from a dot zero ZIP download from github.
The only tool I use is an editor that walks directories and gives me a two pane window to edit in changes. I'm thinking that won't cut it if the T3D code moves so quickly.
#4
10/18/2012 (4:49 pm)
Use the Github tool to download the repo. It will download changes when you tell it to.
#5
Thanks for the update, Dave.
10/18/2012 (10:36 pm)
Thanks the gods for the fix to issue #88. That was killing me!Thanks for the update, Dave.
#6
10/19/2012 (12:22 am)
Kenneth: or learn command-line Git. It's really not that bad!
#7
I'm really liking the pace of the updates and fixes, as well as the transparency.
10/19/2012 (1:02 am)
@Kenneth: manual merging is all well and good, nothing wrong with that - it just takes time. However, Github does do a remarkably good, and easy, job at auto-magically merging miscellaneous commits and 'outside' branches. I do detest the Git-for-Windows app though, command-line all the way! II'm really liking the pace of the updates and fixes, as well as the transparency.
#8
Only in github.com/GarageGames/ here to download it?
I want to tell the GG. We have been unable to download from the github.com/GarageGames/ here to the new version. Hopes can download in their own My Account
,
10/19/2012 (5:24 am)
The T3D are not new in the GG on My Account downloaded is not it?Only in github.com/GarageGames/ here to download it?
I want to tell the GG. We have been unable to download from the github.com/GarageGames/ here to the new version. Hopes can download in their own My Account
,
#9
@Szzg007 - As T3d is now an open-source piece of software, having it under 'My account' wouldn't make much sense.
Also, on Git-hub, you can simply download the zip file for the repository if you're unable to do it via git-bash or the git-for-windows app. If you want all the recent changes, make sure to grab the 'development' version.
10/19/2012 (1:42 pm)
I agree that Github for windows sounds like an easier way but it's so buggy and unresponsive, everyone should take the time to learn the command-line...commands.@Szzg007 - As T3d is now an open-source piece of software, having it under 'My account' wouldn't make much sense.
Also, on Git-hub, you can simply download the zip file for the repository if you're unable to do it via git-bash or the git-for-windows app. If you want all the recent changes, make sure to grab the 'development' version.
#10
10/20/2012 (9:39 am)
Now I'm jealous!! When is T2D going MIT?!? :)
#12
engine/source/sfx/fmod/sfxfmoddevice.cpp(248) : error C2065:"FMOD_INIT_OCCLUSION_LOWPASS": Undeclared identifier
engine/source/sfx/fmod/sfxfmoddevice.cpp(250) : error C2065:"FMOD_INIT_HRTF_LOWPASS": Undeclared identifier
I am not find fmod subdirectory on lib directory on github!
10/22/2012 (7:15 am)
some compile error:engine/source/sfx/fmod/sfxfmoddevice.cpp(248) : error C2065:"FMOD_INIT_OCCLUSION_LOWPASS": Undeclared identifier
engine/source/sfx/fmod/sfxfmoddevice.cpp(250) : error C2065:"FMOD_INIT_HRTF_LOWPASS": Undeclared identifier
I am not find fmod subdirectory on lib directory on github!
#13
10/24/2012 (2:45 pm)
JinWei@ FMOD is not part of the MIT T3D release ... something about it not being open source or such.
#14
10/25/2012 (8:49 am)
thanks a lot jeff Yaskus! 
Torque Owner Demolishun
DemolishunConsulting Rocks!
Seriously this kind of update is awesome.