Torque 3D Status - 9/11/2010
by Matt Fairfax · in Torque 3D Professional · 09/11/2010 (8:31 am) · 121 replies
Hey all,
I apologize that this update is a little late. I ended up taking off part of last week to show my cousin around Las Vegas (I could post a couple pictures if you guys are interested) and this week has been even crazier and busier than usual. I will do my best to be more punctual in the future.
I am sure many of you have noticed that we've really stepped up on keeping the bugs statuses updated with "LOGGED", "VERIFIED", and "RESOLVED" in the titles. In between these updates from me, that is going to be a really good way to track our progress towards the next release so keep an eye out for them.
So, I have some good news =)
We are planning to release Torque 3D 1.1 Beta 3 next week. I should be sending a release candidate build for Beta 3 into QA on Tuesday and we will release it as soon as they sign off on it (towards the end of the week). I will be sure to let you guys know on this thread if we run into any problems with getting that release out.
For Torque 3D 1.1 Beta 3, we have fixed or resolved close to 100 bugs. QA is busy verifying the bugs we've submitted to them to make sure the fixes are good but here is a preview of the ones that they have already approved:
I apologize that this update is a little late. I ended up taking off part of last week to show my cousin around Las Vegas (I could post a couple pictures if you guys are interested) and this week has been even crazier and busier than usual. I will do my best to be more punctual in the future.
I am sure many of you have noticed that we've really stepped up on keeping the bugs statuses updated with "LOGGED", "VERIFIED", and "RESOLVED" in the titles. In between these updates from me, that is going to be a really good way to track our progress towards the next release so keep an eye out for them.
So, I have some good news =)
We are planning to release Torque 3D 1.1 Beta 3 next week. I should be sending a release candidate build for Beta 3 into QA on Tuesday and we will release it as soon as they sign off on it (towards the end of the week). I will be sure to let you guys know on this thread if we run into any problems with getting that release out.
For Torque 3D 1.1 Beta 3, we have fixed or resolved close to 100 bugs. QA is busy verifying the bugs we've submitted to them to make sure the fixes are good but here is a preview of the ones that they have already approved:
- Hardware mesh instancing causes broken rendering on multi-layer Materials (www.torquepowered.com/community/forums/viewthread/118823)
- Projectile positions are not getting transmitted correctly on the first tick (www.torquepowered.com/community/forums/viewthread/118893)
- Projectiles network their position twice when initially created (www.torquepowered.com/community/forums/viewthread/119201)
- Inconsistent angle types exposed to script (www.torquepowered.com/community/forums/viewthread/119179)
- Particle's animTexTiling property was incorrectly removed (www.torquepowered.com/community/forums/viewthread/118931)
- GroundCover's invertLayer property no longer inverts the layer (www.torquepowered.com/community/forums/viewthread/118801)
- Waypoint Marker does not save its name from the World Editor (www.torquepowered.com/community/forums/viewthread/118923)
- Tansparency rendering differently than it did in Torque 3D 1.1 Beta 1 (www.torquepowered.com/community/forums/viewthread/119063)
- Mesh Road collision doesn't work when loaded from a saved level (www.torquepowered.com/community/forums/viewthread/118389)
- TCPObject send() is commented out (www.torquepowered.com/community/forums/viewthread/118951)
- DOF effect continues after zoom is released in Templates (www.torquepowered.com/community/forums/viewthread/118849)
- Applying impulses to Item's causes the game to freeze (www.torquepowered.com/community/forums/viewthread/118869)
- The first element of GuiStackCtrl is rendering outside of the bounds (www.torquepowered.com/community/forums/viewthread/105819)
- Terrain Material detail map strength not applying unless the Terrain Material is unselected and reselected (www.torquepowered.com/community/forums/viewthread/118819)
- WaterPlane renders incorrectly when driving a WheeledVehicle (www.torquepowered.com/community/forums/viewthread/118813)
- 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
- explosions render differently when connected to dedicated server (www.torquepowered.com/community/forums/viewthread/107823)
- 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)
- 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)
- World Editor doesn't add ".mis" extension to filenames (www.torquepowered.com/community/forums/viewthread/116703)
- 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
- Orientation issue with player when using F7 key
- Targas Created By Modo load into Torque3D flipped (www.torquepowered.com/community/forums/viewthread/116093)
- Incredibly dangerous bug in BitStream::readBits() (www.torquepowered.com/community/forums/viewthread/113953)
- 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
- 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)
- DeathMatchGame::endGame() calls startGame() (www.torquepowered.com/community/forums/viewthread/114643)
- Large performance drop in shape editor (www.torquepowered.com/community/forums/viewthread/119903)
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.
Torque Owner Hewster
Hewsoft