TGB 1.7.3 Beta 1 change list
by Stephen Zepp · in Torque Game Builder · 04/28/2008 (6:20 pm) · 0 replies
Here's the summary of major changes in 1.7.3:
* Removed redundant "iTickable::interpolateTick(0.0)" callback to signify pre-tick condition
* Fixed tick-physics issues reported here (http://www.garagegames.com/mg/forums/result.thread.php?qt=64825#517294)
* Removed "$pref::T2D::disableSceneTick" as it has become redundant and wasn't disabling ticking anyway.
* Added tick-physics capability to particles making them very smooth (as per pre-tick physics) at the expensive of performance. Can be disabled with by setting "$pref::T2D::disableParticleInterpolation" to "true".
* Added/moved some missing parent calls (minor net effect).
* Added "OnUpdateSceneTick" callback which is called per-tick which should be used in replace of the expensive "OnUpdateScene" which is called per-frame.
* Fixed bug in "t2dTextObject" where is didn't correctly follow an object it was mounted to.
* Added new "t2dSceneObject::getRenderPosition()" method to provide instantaneous render position.
* Removed redundant internal mount-interpolation code and replaced with tick-based mount updating.
* Removed various redundant internal methods.
* Added rotation tick-processing to smooth object rotation. Thanks to Ken Pajala for bumping me on this one.
* Fixed bug in container-system where it didn't correctly calculate the search region for an object causing subsequent overlap violations.
* Modified bounce/clamp responses to take into account seperating velocities.
* Fixed bug in corner (vertex) normal calculation.
* Improvide poly/circle & circle/poly & circle/circle intersection code.
* Added collision margin to all collision detection code.
* Added implicit iteration-limit raising for rigid-bodies.
* Overlaps are now only solved for the source object in a collision.
* Constant velocity / velocity damping is now only performed once per tick and for the whole tick irrelevant of the collision detection iterations.
* Changed t2dTrigger to internally use a dictionary to drastically improve performance when dealing with lots of objects. Reduce to more like O(n) from O(n^2).
* New "tDictionary" available to C++ programmers.
* Improved contact history renderer (scene debug bit#6). Now shows collision pairs as square for source-contact, cross for destination-contact and arrow for normal. Red shows overlap contact whereas green shows forward-time contact.
* Removed redundant "$pref::T2D::contactHistoryChange" as it wasn't working very well.
* Changed "$pref::T2D::contactHistoryMax" default to 1 (from 16).
* Added "$pref::T2D::contactHistorySolvedOnly" to choose whether only solved contacts are rendered.
* Added "$pref::T2D::contactHistoryArrowLength" to choose the size of the contact history arrow.
* Fixed position-target system (used directly or via "moveTo") wher the position target was met but a collision was reported beyond the target position up to the tick-time.
* Collision reporting fix for objects which have send-collision active but not send-physics. In this case, all collisions are reported during the tick for both source/destination objects. All destination objects have the opportunity to solve themselves during this cycle.
* fixed a bug where namespaces (class, superClass) were not being correctly copied using cloneWithBehaviors()
* fixed a bug with taking screenshots that caused an incorrect file path to be generated
* fixed a bug with how objects were managed within the scene
* added a basic C++ aStar path finding algorithm based on Phil Shenk's aStar resource
* Removed redundant "iTickable::interpolateTick(0.0)" callback to signify pre-tick condition
* Fixed tick-physics issues reported here (http://www.garagegames.com/mg/forums/result.thread.php?qt=64825#517294)
* Removed "$pref::T2D::disableSceneTick" as it has become redundant and wasn't disabling ticking anyway.
* Added tick-physics capability to particles making them very smooth (as per pre-tick physics) at the expensive of performance. Can be disabled with by setting "$pref::T2D::disableParticleInterpolation" to "true".
* Added/moved some missing parent calls (minor net effect).
* Added "OnUpdateSceneTick" callback which is called per-tick which should be used in replace of the expensive "OnUpdateScene" which is called per-frame.
* Fixed bug in "t2dTextObject" where is didn't correctly follow an object it was mounted to.
* Added new "t2dSceneObject::getRenderPosition()" method to provide instantaneous render position.
* Removed redundant internal mount-interpolation code and replaced with tick-based mount updating.
* Removed various redundant internal methods.
* Added rotation tick-processing to smooth object rotation. Thanks to Ken Pajala for bumping me on this one.
* Fixed bug in container-system where it didn't correctly calculate the search region for an object causing subsequent overlap violations.
* Modified bounce/clamp responses to take into account seperating velocities.
* Fixed bug in corner (vertex) normal calculation.
* Improvide poly/circle & circle/poly & circle/circle intersection code.
* Added collision margin to all collision detection code.
* Added implicit iteration-limit raising for rigid-bodies.
* Overlaps are now only solved for the source object in a collision.
* Constant velocity / velocity damping is now only performed once per tick and for the whole tick irrelevant of the collision detection iterations.
* Changed t2dTrigger to internally use a dictionary to drastically improve performance when dealing with lots of objects. Reduce to more like O(n) from O(n^2).
* New "tDictionary" available to C++ programmers.
* Improved contact history renderer (scene debug bit#6). Now shows collision pairs as square for source-contact, cross for destination-contact and arrow for normal. Red shows overlap contact whereas green shows forward-time contact.
* Removed redundant "$pref::T2D::contactHistoryChange" as it wasn't working very well.
* Changed "$pref::T2D::contactHistoryMax" default to 1 (from 16).
* Added "$pref::T2D::contactHistorySolvedOnly" to choose whether only solved contacts are rendered.
* Added "$pref::T2D::contactHistoryArrowLength" to choose the size of the contact history arrow.
* Fixed position-target system (used directly or via "moveTo") wher the position target was met but a collision was reported beyond the target position up to the tick-time.
* Collision reporting fix for objects which have send-collision active but not send-physics. In this case, all collisions are reported during the tick for both source/destination objects. All destination objects have the opportunity to solve themselves during this cycle.
* fixed a bug where namespaces (class, superClass) were not being correctly copied using cloneWithBehaviors()
* fixed a bug with taking screenshots that caused an incorrect file path to be generated
* fixed a bug with how objects were managed within the scene
* added a basic C++ aStar path finding algorithm based on Phil Shenk's aStar resource