Torque X 3.1.5 Pro Beta 2 Changelog
by Derek Bronson · in Torque X 3D · 07/06/2010 (6:14 pm) · 7 replies
Big thanks to Matt Fairfax for providing this changelog!
Features:
- Added a Close Project option to the Torque X 3D Builder File menu
- Test Scene button added to the Torque X 3D Builder toolbar to allow the currently loaded project file's .exe to execute from the builder
Improvements:
- Added uniform scale handle to Scale Gizmo in the Torque X 3D Builder
- Exposed planar scaling to the Scale Gizmo in the Torque X 3D Builder
- The Torque X 3D Builder Translation Gizmo now renders rectangular plane handles to differentiate it from the Scale Gizmo
- Tabs torn off of the Torque X 3D Builder now set themselves to the default size of the panel
- T3DRigidComponent now tries to find a RigidManager if one is not explicitly assigned
- The Torque X 3D Builder Import Asset's menu now properly removes any number of selected items. Shortcut key for Delete added.
- The SelectedObject in the Torque X 3D Builder now correctly clears when loading a new scene
- Torque X 3D Builder now automatically switches focus to the 3D Scene View tab when a project or scene is successfully loaded
- Added Ctrl + S shortcut key to "Save Scene" in the Torque X 3D Builder
- The Torque X 3D Builder Welcome screen can now be toggled from the View menu
- Updated the Blaster tutorial to use new images, updated terminology, and fixed a couple grammar mistakes.
- Updated Futuristic Strategy Master tutorial to use correct terms and steps for building + adding new components
- Increased the axis pick tolerance for all gizmos in the Torque X 3D Builder
- The values for SpinBase's graph the Torque X 2D Builder now defaults from -360 and 360
- The SceneGraph can no longer be deleted from the Scene Explorer in Torque X 3D Builder
- A Messagebox pops up after importing assets reminding user to rebuild their content project file
- Added a Sun to the default scene in the Starter Game 3D template
- Upped the version number of the Torque X 2D Builder
- Fixed cases where changes to the scene in the Torque X 3D Builder were not triggering save prompt
- Added a lightweight document covering the usage of dae2dts
Fixes:
- Fixed recursive serialization in T3DParticleEmitter
- Fixed crash when registering a T3DControlComponent that doesn't have control states
- RenderMaterial is now declared as 'abstract' which keeps it from being accidentally used or deserialized
- Removed the Xbox config from TorqueCore.csproj and the x86 config from Xbox360TorqueCore.csproj so that they will default to the proper config in a new project
- Fixed crash when building mesh collision geometry if no Shape is defined
- Fixed crash when T3DCameraComponent is not in a SceneGraph
- The Torque X 3D Builder now redraws the barViewportToolbar when changing it's size
- Torque X 3D no longer crashes if no triangles are found when building mesh collision geometry
- The Torque X 2D Builder now saves Camera names
- Adding and removing components in Torque X 3D Builder now actually adds and removes components
- The Local and World buttons in the Torque X 3D Builder no longer get out of synch
- Updated the ContentNodeGenerator.exe
- Spawn Object now takes MinSpawnTime into account on start in Torque X 2D
- The selection bounds now scales with the object in Torque X 3D Builder
- Torque X now properly protects against null Delegates when triggering TorqueEvent's
- Torque X 3D Builder can now open another project even when one has previously been loaded
- The "Add Components" button in Torque X 3D Builder no longer functions if the currently selected object is null
- The ObjectType's 33 through 64 can now be correctly used
- Auto generated material names in Torque X 3D Builder now increment in counter. No longer allows for multiple materials to have the same name.
- Refraction now works properly with discard render targets
- The Torque X 3D Builder "Reset Panel Layout" button now works without throwing an exception
- Emission Arcs for particle effects in Torque X 2D no longer defaults to the parent value
- Saving a scene in the Torque X 3D Builder now registers with the Visual Studio project
- Protected against crash on NULL material when submitting a render instance
- Movement along the Z axis in the Torque X 3D Builder now obeys the CameraMoveSpeed variable
- The ObjectTypesList in Torque X 3D Builder now clears itself when unloading the scene
- The Torque X 3D Builder should no longer crash when coming from a sleep state
- Protected against a crash in Torque X 3D Builder when shift-drag copying an object which was already disposed
- Fixed incorrect serialization of Transform3D in T3DSolidSceneClient
- FPSPlayerEffectsComponent now keeps particle emitters for footsteps, jets, and other effects from getting deleted when they finish playing
- T3DTargetFollowCameraComponent no longer crashes when added to the editor and can potentially have its target changes at runtime
- The Torque X 3D Builder no longer saves full path names
- T2DParticleEffect now uses a single static index buffer for particle rendering. This fixes the predicated tiling crash on Xbox caused by unnecessarily repacking indices every time we render a particle effect
Notes:
- Removed the XML "Level Data" tab from the Torque X 3D Builder (it is recommended that you edit XML is Visual Studio instead)
Known Issues:
- Billboard hard coded to translucent (http://www.torquepowered.com/community/forums/viewthread/117103)
- After adding a RAW terrain to the scene and recompiling the game crashes with a Failed Assertion in TerrainData.CreateMaterial
- The Splitscreen demo crashes on the Xbox with an index out of range exception
- There are still components that can crash the Torque X 3D Builder if they are added to the scene
- Some of the Torque X 3D Components were not intended to be edited from the Torque X 3D Builder and will not display usefully there
- The Torque X 3D Builder crashes on CTRL-ALT-DELETE and 'Window key' - L
- Potential crashes when using multiple monitors (http://www.torquepowered.com/community/forums/viewthread/79069)
- In the Torque X 3D Builder the Scale Gizmo scales object in World Space regardless of whether the World Button or Local Button is pressed, and the Scales Bounding Volume tool scales in Local Space regardless of if Scale Button is set to World
- Adding T3DTargetFollowCameraComponent to an object in the Torque X 3D Builder and then removing it will lock up the camera movement, allowing only rotation of the camera
- A Torque X 3D project can become unrecoverable if you force a continue on a component exception
- The TankBuster demo does not display correctly in 16:9
- Billboards do not render correct depths in Torque X 3D (http://www.torquepowered.com/community/forums/viewthread/117099)
- The FPS Demo's terrain texture does not always render correctly when resuming from a sleep state [li]Torque X 2D Builder's Help->Documentation menu option goes to the incorrect location
About the author
#2
07/07/2010 (10:25 am)
Torque X 3.1.5 Pro Beta 1 and Torque X 3.1.5 Pro Beta 2 both include updates to Torque X 3D and Torque X 2D.
#3
Although certainly happy to see updates to either
07/07/2010 (11:17 am)
They do indeed, but favour one more than the other.Although certainly happy to see updates to either
#4
We focused initially on Torque X 2D and the majority of the known issues were fixed in the Torque X 2D 3.1.5 Pro Beta and we have been slowly chipping away at the major issues that have been reported since then.
Are there any critical issues that you still think need addressing?
07/07/2010 (11:28 am)
Torque X 2D was in far better shape than Torque X 3D so it makes sense that it isn't going to see as much of an update.We focused initially on Torque X 2D and the majority of the known issues were fixed in the Torque X 2D 3.1.5 Pro Beta and we have been slowly chipping away at the major issues that have been reported since then.
Are there any critical issues that you still think need addressing?
#5
07/07/2010 (11:28 am)
Wooooo :D
#6
07/07/2010 (5:19 pm)
"Spawn Object now takes MinSpawnTime into account on start in Torque X 2D", Awesome this would have really classed up my last project, but I am glad its there now for the next one. I much happier to see Torque X 3D getting the work it really needs and would love to jump in on the beta, if I could afford to.
#7
07/11/2010 (11:21 am)
Has anyone noticed that Torque objects spawned from templates (TorqueObject with IsTemplate property set to true) just fall through the terrain, even if they have a T3DRigidComponent attached? Tried all the examples but I think the problem may be with the Torque X 3D engine itself.
Torque 3D Owner Gavin Beard
Byte Logic
can we expect anything for TX2D soon ;)