Game Development Community

Torque 3D Development - The only good bug...

by Brett Seyler · 10/19/2009 (3:07 am) · 42 comments

www.ggbetas.com/brett/header_blog_t3d_dev-1.png

www.ggbetas.com/brett/south-pacific-polaroid.pngMorning Torque people!

You didn't think that you'd seen the last Torque 3D dev blog with our 1.0 release last month did you? Definitely not. After a couple weeks break from blogging, I'm back on it and we've already got some meat for the lions.

Download Torque 3D 1.0.1 now!


---Improvements---


Polished the Documentation and added more to the Scripting section
Fixed the performance loss incurred when child window loses focus under Web Deployment (http://www.garagegames.com/community/forums/viewthread/102493)
Added support for the original "Col-" collision node naming schema to the Collada import pipeline (http://www.garagegames.com/community/forums/viewthread/102597)
Fixed weapon rendering when eyeOffset is set to zero (http://www.garagegames.com/community/forums/viewthread/102565/1#comment-680489)
Fixed interiors so that they now properly submit RIs for translucent materials (http://www.garagegames.com/community/forums/viewthread/102601)
Fixed an uninitialized variable in MatInstanceParameterHandle
Improved GFXD3D9Shader::_init()[/b] so that it now clears mShaderConsts to avoid leaking MatInstanceParameterHandles after each reload
Improved object selection when clicking on the terrain in the WorldEditor so that it now gives more intuitive results(http://www.garagegames.com/community/forums/viewthread/102473)
Fixed GFXD3D9ShaderConstHandle::isSampler() so that it now works correctly for vertex shader constants (this would cause random failures when Material's were reinitialized)
Improved rendering of translucent objects that are not in the depth pass so that they now get fogging when in Advanced Lighting
Added protection against negative subshapes in TSShapeInstance::buildPolyListOpcode() and TSShapeInstance::castRayOpcode()
Fixed mTargetChainIdx to now be properly reset in RenderFormatToken::_updateTargets()
Fixed DecalData's Material initialization to now properly use the DecalVertex type
Fixed the deleteDataBlocks() ConsoleFunction so that it no longer crashes when deletion of a Datablock triggers deletion of other Datablocks
Fixed trigger to now properly call scriptOnAdd() (http://www.garagegames.com/community/forums/viewthread/102407)
Fixed GuiEditCtrl.readGuides() to now correct prints the object name if an object is not found
Fixed Selecting a GUI from the GUI Editor dropdown list to now work correctly (http://www.garagegames.com/community/forums/viewthread/102523)
Fixed saving with the "Emitter" selected in the Particle Editor so that it no longer gets you into a bad state (http://www.garagegames.com/community/forums/viewthread/102667)
Fixed a broken path on the stock LightFlareData's and moved lights.cs to core/art/datablocks
Fixed GameTSCtrl::onMouseUp() to now call the correct script function (http://www.garagegames.com/community/forums/viewthread/103107)
Improved installers to now install the proper version of OpenAL (http://www.garagegames.com/community/forums/viewthread/102675)
Improved ShaderGen so that it 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
Fixed Toolbox comments to now properly save and reload
Changed Toolbox to now only pop 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
Fixed the depth buffer so that it no longer gets improperly discarded when running under the DirectX Debug Runtime. See:
http://www.garagegames.com/community/forums/viewthread/102557
http://www.garagegames.com/community/forums/viewthread/102573
http://www.garagegames.com/community/forums/viewthread/102571


Whew! Not bad for a couple weeks! Feel free to comment on the changelog in the forums. There's a lot more coming as most of the team is now hard at work on our 1.1 release which you'll all have your hands on (at least in beta form) before the end of the year. My next Torque 3D dev blog will go into more detail covering the 1.1 spec, hopefully showing some of the new features, and providing some insight into the roadmap beyond 1.1.

Alright, before signing off here, I want to take a little time here to follow up on the two most-discussed items from the comments of the last blog.

1. Should we offer an 'Artist' version of Torque 3D? You guys gave us your feedback we're going to go with it.

www.ggbetas.com/brett/torque-artist-poll.PNG

Releasing a full-featured, binary-only 'Artist' version of Torque 3D is just a matter of time. Expect to see this in the Torque store in just a few weeks.

2. Sales of TGE / TGEA discontinued as of Nov. 1. This was understandably a hot topic. Many of you we're happy to see greater focus and commitment to a single 3D engine technology (Torque 3D). Many of you voiced legitimate concerns about the continuity of your own projects currently based in TGE or TGEA. I hope we addressed these concerns adequately in the comments and that as a whole, you understand that we are doing what we think is best for the technology and the community. We want to unify the user base and focus our development efforts. It was a mistake to even try to support as many products as we currently sell right now, and you're going to see continued moves to consolidate and focus our development effort and products.

We do have some good news for those you still working on TGEA. With the core improvements we've made to Torque 3D in recent months, Alex Scarborough has been kind enough to roll many of these up into a nice point update to TGEA. If you check your account, you'll see a nice shiny TGEA 1.8.2 update for your enjoyment. You can view the changelog here.

Special thanks to Alex Scarborough for all his help on Torque. You rock, Alex!

Torque 3D development blogs:

About the author

Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.

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#1
10/19/2009 (3:19 am)
Thanks for all the hard work guys.
#2
10/19/2009 (3:29 am)
Indeed!, Great News Brett! Rock on!
#3
10/19/2009 (3:42 am)
This is a great release.

Alex, you rock man. That's all I can say. The tgea release is awesome. Thankyou. :-)
#4
10/19/2009 (3:57 am)
So you are still not going to listen to our pleas on TGE/A? I thought you were different GG...

http://www.garagegames.com/community/forums/viewthread/102501/
#5
10/19/2009 (4:09 am)
*Sets about moving a most of his bug threads to Resolved*

Alex Scarborough FTW!
#6
10/19/2009 (4:11 am)
Quote:"...Alex Scarborough has been kind enough to roll many of these up into a nice point update to TGEA..."

Nice! Thanks for throwing us a bone, Alex! It's definitely appreciated. =)

#7
10/19/2009 (4:12 am)
Great news all around! Thanks guys!

And.. wow.. TGEA 1.8.2 - I didn't see that one coming. If that doesn't show your respect to the current TGEA community, I don't know what does. Unfortunately I can't always say that the other way around. Great work nonetheless! Congrats!
#8
10/19/2009 (4:21 am)
will the 500 dollar binary version be upgradeable to the 1000 dollar version?
#9
10/19/2009 (4:25 am)
Every part of this blog is excellent news! I am so glad to see that consolidating the engines is a goal and that T3D will be sprinting forward on a regular basis!
#10
10/19/2009 (4:34 am)
I'm glad that TGEA was able to recieve some of the bug fixes, +1 for GG.
#11
10/19/2009 (5:15 am)
Keep up the good work guys.
#12
10/19/2009 (5:26 am)
Good Post Brett, and props to everyone involved in the progress.

Also glad to see the TGEA support in that update.
#13
10/19/2009 (5:27 am)
Just Curious..
Is all these improvements/fixes in the version you released a few days ago for the Unearthly Challenge...

www.garagegames.com/community/blogs/view/18485

I downloaded it and noticed it was marked as 1.0.1
I don't own engine yet but have joined the contest and will be posting blog soon..
I just took T3D for a test drive this Saturday and was amazed by how quickly I could get a scene going.. Of course, I never messed with TGEA and haved just jumped from TGE up to this.. Very nice.
#14
10/19/2009 (6:35 am)
Congrats on the huge T3D update. Great news on the TGEA point release as well! Although many of us are still sorely disappointed with the discontinuation of TGE and TGEA, it's good to know you guys haven't totally abandoned them just yet. This point release means alot and will go far to reaffirm peoples confidence that GG cares about its community.

Somebody give Alex S. a raise!
#15
10/19/2009 (7:58 am)
sweet work on the bug fix version, will run it tonight
#16
10/19/2009 (9:18 am)
Quote:So you are still not going to listen to our pleas on TGE/A? I thought you were different GG...

http://www.garagegames.com/community/forums/viewthread/102501/

Dude seriously ... they have released TGEA 1.8.2 ... what more do you want? It costs money to support multiple products and personally I feel Garage Games is making the right decision to keep their engine up there with the best.


Thanks Garage Games for the TGEA update and the awesome work on T3D. It is also a solid decision for the Artists version.

:)
#17
10/19/2009 (9:32 am)
Great job guys, can't wait to see where things go over the next few months.
#18
10/19/2009 (10:17 am)
Yes! Thumbs up on the Artist version! Great move!
#19
10/19/2009 (10:38 am)
Excellent turn around time on the first point release! The Artist version is definitely a great move :)

/me goes back to working on some Torque 3D 1.1 tasks
#20
10/19/2009 (10:57 am)
Wow, TGEA 1.8.2, Thankyou guys!
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