TGE 1.5.2 Released
by asmaloney (Andy) · in Torque Game Engine · 05/15/2007 (10:13 am) · 45 replies
TGE 1.5.2 Release Notes
New:
- added dynamic static mesh lighting
- turned old static mesh rendering method into the "simple" method used for simple lighting mode and debug rendering mode
Performance:
- created new static mesh rendering method that renders static and dynamic light at once, reducing rendering overhead
- bumped lower lighting profiles to static mesh collision hull shadows instead of geometry based
- avoid rendering calls on meshes which don't require it
Bug Fixes:
- resolved lighting problems on objects that were mirrored in Torque Constructor
- light mapping now honors light's castShadows property
- fixed cases when water block size != 8
- smoother interpolation of the freecam
- fixed memory leak in NetEvent
- several minor changes for the Linux build
- don't try to do anything after deleting the object in Explosion::processTick()
- revert incorrect optimization in particle engine [introduced in 1.5.1]
- fixed dark lighting [introduced in 1.5.1]
- fixed assert when changing to fullscreen and the mission contains a new Constructor dif [introduced in 1.5.1]
- remove degenerate tris from light mapping [fixes AssertFatal("!");]
- light type filtering to stop static lights set to affect DTS objects from illuminating static meshes dynamically
- fixed z-fighting on alpha static mesh surfaces
- fixed static mesh BVPT issue with choosing bad first plane on pipe-like objects
- fixed smoothing detection
- fixed lighting profiles
- avoid static mesh hulls in DTS environment lighting
- block dynamic shadows on static meshes
- fixed debug interior render mode
- fixed incorrect include for compiling fonttool
- fixed several map2dif_plus errors
Removed:
- really old Max and Maya SDKs from the lib directory:
-- maxsdk31
-- mayasdk4
-- mayasdk5
New:
- added dynamic static mesh lighting
- turned old static mesh rendering method into the "simple" method used for simple lighting mode and debug rendering mode
Performance:
- created new static mesh rendering method that renders static and dynamic light at once, reducing rendering overhead
- bumped lower lighting profiles to static mesh collision hull shadows instead of geometry based
- avoid rendering calls on meshes which don't require it
Bug Fixes:
- resolved lighting problems on objects that were mirrored in Torque Constructor
- light mapping now honors light's castShadows property
- fixed cases when water block size != 8
- smoother interpolation of the freecam
- fixed memory leak in NetEvent
- several minor changes for the Linux build
- don't try to do anything after deleting the object in Explosion::processTick()
- revert incorrect optimization in particle engine [introduced in 1.5.1]
- fixed dark lighting [introduced in 1.5.1]
- fixed assert when changing to fullscreen and the mission contains a new Constructor dif [introduced in 1.5.1]
- remove degenerate tris from light mapping [fixes AssertFatal("!");]
- light type filtering to stop static lights set to affect DTS objects from illuminating static meshes dynamically
- fixed z-fighting on alpha static mesh surfaces
- fixed static mesh BVPT issue with choosing bad first plane on pipe-like objects
- fixed smoothing detection
- fixed lighting profiles
- avoid static mesh hulls in DTS environment lighting
- block dynamic shadows on static meshes
- fixed debug interior render mode
- fixed incorrect include for compiling fonttool
- fixed several map2dif_plus errors
Removed:
- really old Max and Maya SDKs from the lib directory:
-- maxsdk31
-- mayasdk4
-- mayasdk5
#2
Edit: How does this patch effect AFX? Will the newly released version still work or is another patch coming out for that?
05/15/2007 (10:26 am)
Cool, good stuff :)Edit: How does this patch effect AFX? Will the newly released version still work or is another patch coming out for that?
#3
05/15/2007 (10:30 am)
Can't wait to try it...
#4
05/15/2007 (10:51 am)
Super! Thanks!
#5
05/15/2007 (11:19 am)
Ahhh more mergers!!! lol thats great, thanks for all your fantastic and quick work!!!
#6
Great fixes and changes though, this is a great update.
05/15/2007 (11:50 am)
Man, if I were Jeff I would be screaming right now. In fact, since I have to go ahead and merge this in with AFX 1.0.1, I am already screaming....DAMMMMMMNNNNN!!!!!!Great fixes and changes though, this is a great update.
#7
I'm saddened to find out 1.52 map2dif+ still won't compile all of my maps. I still use older versions of either map2dif or map2dif+, depending on what I need.
I'd be happy to supply a small map to a GG/SG employee who may want to look at it.
On edit: I've submitted a couple of bugs. So far, they can be avoided with more cautious map making (ie, no detail brushes intersecting with normal brushes or, in QuArK, no putting several brushes under a single portal entity any more).
05/15/2007 (12:57 pm)
That's great news.I'm saddened to find out 1.52 map2dif+ still won't compile all of my maps. I still use older versions of either map2dif or map2dif+, depending on what I need.
I'd be happy to supply a small map to a GG/SG employee who may want to look at it.
On edit: I've submitted a couple of bugs. So far, they can be avoided with more cautious map making (ie, no detail brushes intersecting with normal brushes or, in QuArK, no putting several brushes under a single portal entity any more).
#8
05/15/2007 (1:07 pm)
Well I think Jeff is out on vacation for a few weeks, if i read that right, so hopefully he's not screaming :) yet
#9
05/15/2007 (1:43 pm)
Are there plans to offer a linux version of 1.5.2 for download? As far as I'm aware, it is currently only available for Mac and Windows.
#10
05/15/2007 (1:50 pm)
Great news on the release and now to having fun merging & testing.
#11
Thanks...
05/15/2007 (7:17 pm)
Sweet! I was holding off on upgrading to 1.5.1 because it seemed like 1.5.2 was close. Now I can try all of the goodies.Thanks...
#12
05/16/2007 (4:49 am)
Good work! A Linux version of 1.5.2 would be very sweet.
#13
according to this thread, 1.5.2 is one of the easiest-to-compile-for-linux releases to date.
05/16/2007 (8:25 am)
You mean a pre-compiled linux version ?according to this thread, 1.5.2 is one of the easiest-to-compile-for-linux releases to date.
#14
05/16/2007 (8:31 am)
I've finished a merger with the latest AFX 1.01 and it all works quite nicely, haven't tried using Constructor with it though.
#15
05/17/2007 (10:29 am)
Orion: This may be true, but having to download the windows .exe for linux is still a nuisance. :) Wine may or may not always work with the installer as I found out with 1.5.1 & a version of TGB recently.
#16
Click the download on your account, click the cute little penguin to your left...
05/17/2007 (10:36 am)
You don't HAVE to download the .exe you know...Click the download on your account, click the cute little penguin to your left...
#17
05/17/2007 (10:37 am)
You do if you want 1.5.2. The most recent Linux download is 1.5.0, which is what started this conversation to begin with.
#18
05/17/2007 (10:41 am)
Have you tried the Mac zip? Then you don't have to worry about the .exe issue.
#19
05/17/2007 (10:44 am)
Oh, sorry, didn't notice the linux zip was only 1.5, but yeah. The mac zip should work.
#20
@Orion... That's good to know about AFX, I'm still holding off until the new MK comes out now.
05/17/2007 (12:47 pm)
Mac ftw... It is a unix os afterall...@Orion... That's good to know about AFX, I'm still holding off until the new MK comes out now.
Torque 3D Owner Todd Pickens