TGEA 1.0.2 Released
by asmaloney (Andy) · in Torque Game Engine Advanced · 08/10/2007 (4:14 pm) · 48 replies
TGEA 1.0.2 is now available for download. Here are the release notes:
TGEA 1.0.2 [09 Aug 2007]
----------
New:
- support for Constructor 1.0.3 DIFs
- added dynamic light->surface attenuation to shaders without bump mapping
- updated interior vertex buffer to use vertex based normals and tangent space data
- added tangent space data to static mesh vertex buffer
- added static mesh dynamic and static lighting support (changes also affect interior static lighting and may affect interior dynamic lighting)
- added static mesh rendering and materials (should work with all shaders and look like other interior surfaces with similar materials)
- added smooth shading to interior rendering and checked it against generated shaders
- updated lighting system to TGE 1.5.2
- updated MathUtils::transformBoundingBox to use scale
- support for overriding render manager culling mode (for static meshes)
- culling update reflect pass support
- added way for selectCurrentDetail to report its effective pixel size, which the DetailManager uses in its metrics
- SceneState can now do radius projection, removing need for a valid GFX context when doing LOD calculations
- ShapeBase and Projectile do proper LOD
Bug Fixes:
- fix for lighting on scaled object
- fixed dynamic lighting specular
- eliminated dynamic lighting edge clamp artifacts
- reduced lighting system speed-over-quality minimum lexel intensity pushing more falloff into the lighting texture
- added falloff expansion code to keep model hotspot within the innermost lexels
- fixed dynamic shadow crash bug
- fixed static mesh face culling and removed previously added cull override for interior render manager
- fixed DX prim vertex number bug
- removed second call to load material textures
- improved static mesh rendering performance
- added an early out to fix crash when there are no zones or zones with no surfaces in the Interior (happens in NULL only or static mesh only Interiors).
- fix for user not being able to use any of the options on the bottom yellow bar in the demo after full screen alt+tab
- fix for drag-resizing the TGEA window problems
- fix for gfxD3DDevice not resetting after standby/suspend/lock
- fix ShaderGen bug with alpha textures
- remove redundant streaming of DebrisData's minSpinSpeed and maxSpinSpeed
- fix compile warning in GFXD3DDevice constructor related to GFXVertexColor enum
- fix uninitialized flags in CustomMaterial::setStageData()
- fix fogging on custom materials
- alpha test without blend fix
- fix to keep atlas from emitting over-budget chunks.
- fix for win32 memory manager code to make it compile properly w/o memory manager enabled
- added check to reduce redundant notifications on SimSet adds
- LOD fixes for DetailManager and classes that used it
- Projectile MaxGhostCount pack/unpack fixes
- fix for flickering terrain lighting
- fix for cull mode not being reset in TerrBatch
[continued...]
TGEA 1.0.2 [09 Aug 2007]
----------
New:
- support for Constructor 1.0.3 DIFs
- added dynamic light->surface attenuation to shaders without bump mapping
- updated interior vertex buffer to use vertex based normals and tangent space data
- added tangent space data to static mesh vertex buffer
- added static mesh dynamic and static lighting support (changes also affect interior static lighting and may affect interior dynamic lighting)
- added static mesh rendering and materials (should work with all shaders and look like other interior surfaces with similar materials)
- added smooth shading to interior rendering and checked it against generated shaders
- updated lighting system to TGE 1.5.2
- updated MathUtils::transformBoundingBox to use scale
- support for overriding render manager culling mode (for static meshes)
- culling update reflect pass support
- added way for selectCurrentDetail to report its effective pixel size, which the DetailManager uses in its metrics
- SceneState can now do radius projection, removing need for a valid GFX context when doing LOD calculations
- ShapeBase and Projectile do proper LOD
Bug Fixes:
- fix for lighting on scaled object
- fixed dynamic lighting specular
- eliminated dynamic lighting edge clamp artifacts
- reduced lighting system speed-over-quality minimum lexel intensity pushing more falloff into the lighting texture
- added falloff expansion code to keep model hotspot within the innermost lexels
- fixed dynamic shadow crash bug
- fixed static mesh face culling and removed previously added cull override for interior render manager
- fixed DX prim vertex number bug
- removed second call to load material textures
- improved static mesh rendering performance
- added an early out to fix crash when there are no zones or zones with no surfaces in the Interior (happens in NULL only or static mesh only Interiors).
- fix for user not being able to use any of the options on the bottom yellow bar in the demo after full screen alt+tab
- fix for drag-resizing the TGEA window problems
- fix for gfxD3DDevice not resetting after standby/suspend/lock
- fix ShaderGen bug with alpha textures
- remove redundant streaming of DebrisData's minSpinSpeed and maxSpinSpeed
- fix compile warning in GFXD3DDevice constructor related to GFXVertexColor enum
- fix uninitialized flags in CustomMaterial::setStageData()
- fix fogging on custom materials
- alpha test without blend fix
- fix to keep atlas from emitting over-budget chunks.
- fix for win32 memory manager code to make it compile properly w/o memory manager enabled
- added check to reduce redundant notifications on SimSet adds
- LOD fixes for DetailManager and classes that used it
- Projectile MaxGhostCount pack/unpack fixes
- fix for flickering terrain lighting
- fix for cull mode not being reset in TerrBatch
[continued...]
#2
08/10/2007 (6:31 pm)
WooTzors! Thanks for the new update and change log(+2 community points for GG). Goes off and plays with new toy.
#3
PS: weren't kidding about the many misc gui fixes either... making for some facinating reading that...
08/10/2007 (7:53 pm)
Any particular known issues left with attatching lights to objects, that I'm unaware of? Notice it's had a couple bits changed, yet the relevant portions of fxlight for attatching them to objects are still remmed out your end...PS: weren't kidding about the many misc gui fixes either... making for some facinating reading that...
#4
08/11/2007 (12:10 am)
Mucho's Gracias!
#6
@Vashner: De nada!
@Stefan: What compiler are you using?
08/11/2007 (1:17 am)
@Kirk: Not sure what issues you are aware of :-) Do you have a thread to point me at? I'm not familiar with any of the lighting code, but maybe John Kabus can chime in here.@Vashner: De nada!
@Stefan: What compiler are you using?
#7
08/11/2007 (1:26 am)
Andy, I'm using the VC8 compiler (Visual C++ 2005 Express Edition).
#8
08/11/2007 (1:45 am)
@andy: www.garagegames.com/mg/forums/result.thread.php?qt=65210 <-tha'd be the bug. Was also able to reproduce the error by driving over a glass-overpass (read here translucncy enabled dif so that folks in trackview could keep following themselves) after unremming that chunkset. Still going over it all, but if that's ended up fixed too, that'll definately be a lil hidden bonus for folks.
#9
08/11/2007 (3:10 am)
Thanks GG!! You guys rock. I will take you out for some beers really soon :)
#10
08/11/2007 (6:52 am)
Thanks GG guys!! It's really a long waiting,but it is worthy.
#11
08/11/2007 (8:04 am)
BRILLIANT! <3
#12
08/11/2007 (8:46 am)
Thanks.
#13
08/11/2007 (9:46 am)
Thanks much for all the hard work!
#15
08/11/2007 (3:46 pm)
Seeing some odd issues with the World Editor gui controls either corrupting string stacks or not being cleaned up, but otherwise, all seems well
#16
08/11/2007 (3:48 pm)
Yes, Thank you.
#17
08/11/2007 (4:52 pm)
Now? :D
#18
08/12/2007 (3:50 am)
Awesome, great update log, was worth the wait :)
#20
I noticed that the fix mentioned here:
http://www.garagegames.com/mg/forums/result.thread.php?qt=57613
did not make it into the release.
Is that just a timing issue or is there a reason this fix should not be implemented?
Thanks
Todd
08/12/2007 (1:27 pm)
Hi,I noticed that the fix mentioned here:
http://www.garagegames.com/mg/forums/result.thread.php?qt=57613
did not make it into the release.
Is that just a timing issue or is there a reason this fix should not be implemented?
Thanks
Todd
Torque Owner asmaloney (Andy)
Default Studio Name
- Updated font files.
- Added SAFE_DELETE_OBJECT for deleting SimObjects.
- Better assert message in tsAnimate.cpp
- Added sequence name collapse logic from TGE to TSShapeConstructor.
- Slightly more flexible ActionMap logic.
- Fixed a case where a NetIndex was not assigned in GhostAlwaysObjectEvent::unpack
- Check for re-entrant asserts.
- PlatformFont now uses U32s for everything.
- Added setCursorPos to Input.
- Various cleanups and debug aids in the mem manager.
- Updated to more recent threading helper classes, added thread-local-storage support.
- Merged TGE multithreaded profiler.
- Tweaked math in MathUtil::getAnglesFromVector.
- Added global mIsZero and an F64 mFabs (and removed old mIsZero from mSolver.cpp)
- Resurrected autobalance in GuiFrameCtrl
- Fixes for GuiScrollCtrl, and new script methods.
- GuiButtonBaseCtrl now right-click aware.
- Partial support for themes on GuiButtonCtrl.
- Much new functionality in GuiCheckBoxCtrl.
- Added new display modes and new callbacks to GuiColorPickerCtrl.
- Cleaned up tab complete logic in GuiConsoleEditCtrl.
- General fixups across all text-using controls to prefer UTF16, and use new StringBuffer features.
- Controls all properly set $ThisControl before doing callbacks.
- Enhancements to GuiSliderCtrl relating to sound and mouse behavior.
- GuiTextCtrl now uses accessors for get/set of text field.
- Adjusted GuiTreeViewCtrl to prevent a nasty crash on mission editor spawn.
- Added mNeedSave flag to gFont to prevent erroneous saves.
- Rev'ed font file format.
- Added onNeedRelight callback in WorldEditor.
- Added limiting code to keep number of textures on a point in the terrain below a threshold.
- New writeObject method on FileObject.
- Added getNthCodepoint to unicode.
- New StringBuffer system from TGE.
- ITickable has several static-init-ordering related fixes.
- FrameAllocator debug guards.
- Updated TelnetDebugger and some related fixes (like always having breakpoint support on)
- Updated the script parser.
- Fix for crash when doing modulo zero.
- Convert internal integer math for script to 64bit.
- Merged ExtrudedPolyList fix.
- Many minor cleanups in collision code.
- Better endian checking in AudioBuffer.
- Added description object tracking in AudioDataBlock.
- Virtual'ed AIConnection::clearMoves
- Debris marks self correctly with its typemask.
- Better logic in Debris for grabbing a NetConnection.
- Add flipped parameter to guiHealthBarHud.
- Add castRay to Trigger.
- Better net logic for FlyingVehicle in case of missing connection/client.
- Add AIMove to Vehicle, and tweaks to its physics updates.
- Add getSteering to Vehicle.
- WheeledVehicle deals with spring compression better, also added workaround for OpenAL Creative Labs bug.
- Added public accessor for wheels (getWheel) on WheeledVehicle.
- Added mLockToRealSun to fxSunLight net updates.
- Splash::onAdd() - check for NetConnection
- Fix Item ghost id writes to use the enum.
- Alter PathCamera's networking behavior during editing.
- More robust node lookups in Player::getEyeTransform and Player::getRenderEyeTransform
- Removed unused JetOffset point array in flyingVehicle.cpp
- fix sound source allocation code to accept <16 sources
- fixed bug where audio code was trying to load a ".wav" file if it couldn't find the ".ogg" but using the wrong buffer so was searching for ".ogg" twice
- alListener3f had a bad argc check
- added check to make sure that the VorbisFile did not try to access beyond the end of its file
- collision constructor that sets the material to 0 [preventing a bad material crash in places]
- fixed some potential divide by zero bugs
- TorqueScript fix for x % 0 crash
- fix shadows for meshes using triangle list primitives
- fix a runtime crash in bitRender.cc
- fileStream seek fix
- AudioEmitter looping fix
- fixed debris to call setTransform less often
- make sure we don't try to do anything in Explosion::processTick() after we delete the object
- fixed networking issues with explosions [they weren't ticking or cleaning themselves up properly in client-only situation]
- fixed problem with arguments to the console command getServerConnection()
- add missing PROFILE_END in ProcessList::advanceClientTime()
- fixed memory leak in ShapeBase::setImageState()
- fix for Vehicle::updateDamageSmoke() using incorrect damage emitters
- better tolerance for guiScrollCtrl scrollbar drag
- fix Box3I::getCenter() to actually return the centre
- fixed bug in Point3D::normalize()
- fix for improper mSolve* results
- always consider SceneRoot when rezoning objects
- fix memory leak in NetEvent
- fixed bin error in SceneObject::getBinRange() which was giving bad results for castrays
- initialize the waterblock mask so that all waterblocks will render by default when there isn't a terrain
- fixed a bug in terrainFile::buildGridMap() where a variable was redeclared inside an if block
Other:
- Fixed icon
- Many const fixes
- Many misc. GUI fixes from TGE
- Code cleanups and style fixes
Removed:
- maxsdk31 - really old Max SDK from the lib directory: