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
#43
Did you guys changed anything in the Stronghold mission? It's like if I had upgraded my iMac... 8P
It's damn very FPS friendly now. More smooth. Woaw.
Ok, I stop now.
Try to do better next time, or...!!! ;)
06/29/2007 (7:01 am)
I just grabbed the new 1.5.2 (Mac, thanks again Andy ;) ); and I've been quite surprised with the changes.Did you guys changed anything in the Stronghold mission? It's like if I had upgraded my iMac... 8P
It's damn very FPS friendly now. More smooth. Woaw.
Ok, I stop now.
Try to do better next time, or...!!! ;)
#44
In terms of the mission itself, Tim Aste added levels of detail to the DIFs [tower, cottage, and dock] and reduced the amount of precipitation. Combine these mission changes with the engine changes in 1.5.2 and Stronghold runs reasonably on my aging Powerbook G4!
06/29/2007 (11:03 am)
Quote:Did you guys changed anything in the Stronghold mission?
In terms of the mission itself, Tim Aste added levels of detail to the DIFs [tower, cottage, and dock] and reduced the amount of precipitation. Combine these mission changes with the engine changes in 1.5.2 and Stronghold runs reasonably on my aging Powerbook G4!
#45
Adding LODs to the buildings makes sense, I have yet to figure why there was none until then ;)
I wanted to compare the rough engine performances, so I'll have to move the old .difs into the 1.5.2.
06/30/2007 (1:13 am)
Thanks Andy.Adding LODs to the buildings makes sense, I have yet to figure why there was none until then ;)
I wanted to compare the rough engine performances, so I'll have to move the old .difs into the 1.5.2.
Torque Owner John Kabus (BobTheCBuilder)