Torque 3D 1.0.1 Released
by Matt Fairfax · in Torque 3D Professional · 10/18/2009 (5:29 pm) · 8 replies
Improvements
- Polished the Documentation and added more to the Scripting section
Fixes
- Fixed the performance loss incurred when child window loses focus under Web Deployment (www.garagegames.com/community/forums/viewthread/102493)
- Added support for the original "Col-" collision node naming schema to the Collada import pipeline (www.garagegames.com/community/forums/viewthread/102597)
- Weapon no longer renders incorrectly when eyeOffset is set to zero (www.garagegames.com/community/forums/viewthread/102565/1#comment-680489 )
- Interiors now properly submit RIs for translucent materials (www.garagegames.com/community/forums/viewthread/102601)
- Fixed an uninitialized variable in MatInstanceParameterHandle
- GFXD3D9Shader::_init() now clears mShaderConsts to avoid leaking MatInstanceParameterHandles after each reload
- Clicking on the terrain no longer gives you a seemingly random selection of objects in the WorldEditor (www.garagegames.com/community/forums/viewthread/102473)
- GFXD3D9ShaderConstHandle::isSampler() bow works correctly for vertex shader constants (this would cause random failures when Material's were reinitialized)
- Translucent objects that are not in the depth pass now get fogging when in Advanced Lighting
- Added protection against negative subshapes in TSShapeInstance::buildPolyListOpcode() and TSShapeInstance::castRayOpcode()
- mTargetChainIdx is now being properly reset in RenderFormatToken::_updateTargets()
- DecalData's Material initialization now properly uses the DecalVertex type
- The deleteDataBlocks() ConsoleFunction no longer crashes when deletion of a Datablock triggered deletion of other Datablock's
- Trigger is now properly calling scriptOnAdd() (www.garagegames.com/community/forums/viewthread/102407)
- GuiEditCtrl.readGuides() now correctly prints the object name if an object is not found
- Selecting a GUI from the GUI Editor dropdown list now works correctly (www.garagegames.com/community/forums/viewthread/102523)
- Saving with the "Emitter" selected in the Particle Editor no longer gets you into a bad state (www.garagegames.com/community/forums/viewthread/102667)
- Fixed a broken path on the stock LightFlareData's and moved lights.cs to core/art/datablocks
- GameTSCtrl::onMouseUp() now calls the correct script function (www.garagegames.com/community/forums/viewthread/103107)
- Installers now install the proper version of OpenAL (www.garagegames.com/community/forums/viewthread/102675)
- ShaderGen should now continue to work even if it can't write to its procedural shader folder (helps with UAC issues)
- Fixed rendering bug in Particle's with premultiplied alpha in OpenGL
- Updated the GLSL projectedShadow shader and ported the latest projectedShadow filtering
- Comments are properly saved and reloaded by the Toolbox
- Toolbox now only pops up the tray icon message the first time it is run
- Updated the main.cs files to handle -level parseArg with spaces in the name
- Updated the Full Template gameCore script to be fully compatible with the RTS Prototype tutorial
- The depth buffer no longer gets improperly discarded when running under the DirectX Debug Runtime www.garagegames.com/community/forums/viewthread/102557
www.garagegames.com/community/forums/viewthread/102573
www.garagegames.com/community/forums/viewthread/102571
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.
#3
10/18/2009 (5:57 pm)
Working day and night all week, eh?
#4
10/18/2009 (6:06 pm)
We have a really dedicated team who pitches in to get stuff done when it needs doing (even on the weekends =)
#5
10/18/2009 (6:10 pm)
Quote:We have a really dedicated team who pitches in to get stuff done when it needs doing (even on the weekends =)I don't even think the SickHead crew sleep. James is always around when I need him, the guy is crazy.
#6
[edit]
Ah my old 7 Series' nemesis "AdvancedLightMapping on reload" has been vanguished. He was a worthy opponent!
10/18/2009 (6:14 pm)
Ah, sweet![edit]
Ah my old 7 Series' nemesis "AdvancedLightMapping on reload" has been vanguished. He was a worthy opponent!
#7
Decent list for a point release..I just noticed this & Thank you for it.
10/18/2009 (6:48 pm)
I Appreciate the effort to get this out.Decent list for a point release..I just noticed this & Thank you for it.
Quote: Toolbox now only pops up the tray icon message the first time it is run
#8
I really appreciate all the hard work and effort you all put into the product!
10/19/2009 (3:03 am)
My sun flares are back!I really appreciate all the hard work and effort you all put into the product!
Associate Phillip O'Shea
Violent Tulip