Torque 3D Beta 2 Released (Known issues, fixes, new)
by Matthew Langley · in Torque 3D Professional · 05/21/2009 (11:27 am) · 15 replies
Beta 2 Release Blog
So you can grab it in your My Account, here's the info on Beta 2.
So you can grab it in your My Account, here's the info on Beta 2.
Known Issues
- Advanced Lighting Performance, plenty of performance optimizations to come
- Switching from Advanced lighting, to basic, then back - shadows are glitchy
- Some seams in terrain detail textures reported on an ATI HD 2600M. See thread.
- Initializing Torque in Basic Lighting, then switching to Advanced Lighting; causes particle effects (noticeable when firing either of the stock guns) to lose their textures (the textures are replaced with white blocks).
- PhysX demo - the gun's projectile and explosion sometimes doesn't render.
- Toolbox - When you click on a link to open torsion/visual studios you get a popup that notifies you it's loading, if you don't click "ok" before the app opens it will stay there (it should be set on a timer or some other method of removing it when the app loads).
- Toolbox - The comment system isn't fully implemented, no way to currently add, edit, or remove them
- Web Deployment - Keyboard accelerators being eaten under IE (Tab key and some others)
- Created decal roads have some z fighting display issues with the terrain.
- GuiEditor - Moving the camera in the EditorGui gui causes created decal roads to wander off their created points. Going back to the missionEditor fixes the decal roads positions
- Water doesn't always reflect
- Opening up the editor in the PhysX Demo causes the room to reset prior to destruction
- Terrains appear without textures (therefore it renders black) inside of the PhysX Demo
- Terrain Editor and Painters "Selected Info"'s shadow and main text are separated a great distance away from each other.
- FPS Genre Kit - Warrior Camp - Some of the hut/overhang model's textures aren't mapping or mapped correctly
- World Editor - Currently the fxFoliageReplicator is not listed under objects to add
- Create new from template doesn't currently list new mission like it should
- World Editor - If you set an object to be locked in the Tree View it won't immediately update the dynamic field to reflect this
- Road/River Editor - Inserting and deleting nodes in the River and Decal Road editor can cause either anomalies inserting/deleting between the incorrect points; or crash the editor.
- Gizmo handles are incredibly hard to grab, and you cannot grab them by the arrows on some machines.
- Switching to an editor that requires a check(ex: terrain check); even if you create the terrain, the editor switches back to the object editor.
- Status bar text controls overlap eachother at certain extents.
- Terrain Editor is currently missing the equivalent of "Set Empty", "Clear Empty" and "Set Height" tools.
- Material Editor workflow is still in flux, some more improvements to come.
- Editing materials with toneMaps currently overwrite their corresponding diffuseMaps with NULL bitmaps.(I believe toneMaps are only used occasional in Den)
- Camera Speed - Using the edit text field for camera issues places your the current text cursor behind the text characters, and doesnt allow user to enter in values manually.
- Material Editor - The objects that show "" for materials names aren't being represented with a default "no material" material like they should.
- Material Editor - (Above bug effect)Some objects that have don't have materials manually assigned to them in script have blank textures(this causes the persistence manager to spam the console with warning text).
- Material Editor - (Above bug effect)Once the material with blank is selected the material editor won't properly show materials unless a new level is loaded
- Terrain Painter - While painting the edge of a terrain block(the opposite end of the terrain is painted with the leftover brush)
- Web build - In IE7 pressing backspace while locked in the game build takes you back a page
- River Editor - Changing default depth value doesnt work **Advanced Lighting - Swapping from basic lighting to advanced lighting with all of the features sometimes causes a display driver crash
- Web build - Editors do not correctly resize to 800 x 600
- Decal Editor - Partial commit of the decal editor made it in the editor drop down menu. Editor is not usable just yet...
New
- Material Editor Mesh Selector (allows you to select materials by mesh)
- Material Selector (an easier way to preview and select materials)
- Spotlights and Point lights for Advanced lighting
- lens flare / corona effects for PointLight, SpotLight, and Sun
- brightness animation effects (flickers) for PointLight and SpotLight
- PointLight and SpotLight can be mounted to a ShapeBase mountpoint
- Instant splash screen for better feedback that the engine is loading
- $gfx::wirefame will toggle wireframe mode for all material based objects in the scene
Fixes
- Force control object into render list when in first-person; fixes disappearing weapon/player.
- Negative z coords break collision.
- Terrain collision problems.
- When deleting the sun object the area remains lit.
- compile.bat doesnt like sln names with spaces.
- Scaling the water block to zero causes torque to crash.
- Adding Cloud Crashes.
- toolbox crash when cancelling second new project.
- Edit optionsDlg crashes gui editor.
- Toolbox Quick Links, editing anything only changes the first quick link.
- WaterBlock/River no texture.
- Mouse cursor hidden in firefox after running in web.
- Water Explosion Crash.
- scriptAndAssets directory reference for "defaultGame" needs to be changed to "scripts".
- Shift drag to copy/Creating new physx object crashes physx demo.
- Processor::init calculates CPU type/name incorrectly.
- BillBoards LOD causes crash.
- Dragging object moves position/bounds, leaves mesh behind.
- ShapeBaseImage lights, constant/pulse/weaponfire etc, added support for spotlight.
- Material editor crash issue (based on the order of loading).
- DDS files with 'double extensions' (e.g. base.normal.dds) aren't loaded.
- addMaterialMapping console function incorrectly declared/implemented.
- Bug in D3D adapter enumeration.
- Eye position in shader is wrong if object is scaled.
- PlatformFonts leak memory.
- Fixes for hardware which don't support occlusion queries.
- Compiling the Mozilla plugin on Express.
- Web support for PhysX demo.
- Web plugins statically link to ATL/Visual Studio runtimes to make redistribution easier.
- Improved mouse handling for web plugins.
- Simplified web configuration.
- Dynamic loading of engine DLL with no link time dependencies.
- Script FindFiles et al. functions (in fileSystemFunctions.cpp) have been moved over to the new file system.
- Camera->Fit View to Selection menu item is now working as intended.
- Light object was replaced with PointLight and SpotLight.
- Spotlights and spot light shadows work.
- PxMultiActor now interpolates all actor positions between ticks.
- PxMultiActor now breaks on hard contacts with ground and other objects.
- PxMultiActor broken parts now inherent the velocity of the actor they are replacing.
- PxMultiActor radial forces properly account for actor mass and broken state.
- LightRayPostFx post effect.
- $terrain::wireframe will toggle wireframe mode for terrain objects.
- TorqueScript supports syntactic sugar for setWord/getWord via .xyzw and .rgba.
- Added slope min/max limits to terrain painter brush. (Thanks Bo!).
- Significant performance improvements to PhysXMultiActor.
- Fixed GroundPlane which was not returning normals proper cast rays and was leaking convex shapes.
- LightRayPostFx post effect.
- Make player render in shadow pass even if renderFirstPerson is false.
- Applied bad FSAA settings fix that caused horrible performance.
- Removed OpenGL code inclusion for Windows projects.
About the author
Was a GG Associate and then joined GG in 2005. Lead tool dev for T2D and T3D. In 2011 joined mobile company ngmoco/DeNA and spent about 4 years working game and server tech. 2014 joined startup Merigo Games developing server technology.
#2
05/21/2009 (12:09 pm)
Mich is on vacation right now, I know he was working hard on these as well as lighting/shadow documentation. When he gets back I'm sure he'll want to get them finished and ready to be put up. The nice thing about the docs is he can release them separately.
#3
But, you also have along way to go it seems, i dont envy you on that xD..
05/21/2009 (12:38 pm)
Dang, you guys fixed quite alot, good job :)But, you also have along way to go it seems, i dont envy you on that xD..
#4
05/21/2009 (2:19 pm)
Nice work!
#6
05/21/2009 (7:47 pm)
@Matthew, whats the status of the [logged]issues that are not under any of the above listings?
#7
05/21/2009 (9:02 pm)
Those most likely are known and will eventually be gotten to... this beta was a lot of fixes while still trying to get new things in, the betas will being to be more bug fix focused and less adding new things as we go.
#8
Thanks for the insights.
05/21/2009 (9:09 pm)
Indeed, I was wondering about that as well, given the size equity between the fixed, and the known issues lists.Thanks for the insights.
#10
05/22/2009 (2:30 pm)
Also I noticed that the weapon FSM audio clipping has been changed to let the whole sound play, it just wasn't on the fixed list.
#11
If we have previously reported bugs in Beta 1 should we report test results in Beta 2 ?
If so where under the original thread ( Beta 1 bugs ) or in a new Beta 2 thread and reference the bug ID # ?
Just want to be as helpful as possible.
05/22/2009 (4:49 pm)
To be clear ..If we have previously reported bugs in Beta 1 should we report test results in Beta 2 ?
If so where under the original thread ( Beta 1 bugs ) or in a new Beta 2 thread and reference the bug ID # ?
Just want to be as helpful as possible.
#13
06/18/2009 (12:22 am)
Am I missing something or is there no way to "use" things in the controls? I tried looking for any form of use button but didn't seem to notice one...
#15
@Andrew13
Tracking status from beta to beta definitely is helpful even if it is just an "Issue still there in Beta X". Of course even more so if something has changed about the issue and there wasn't some explicit statement. Generally, commenting doesn't hurt so don't be shy :)
Also in general, issues should be kept in their original threads. It is most helpful if all information is in one thread and there is one forum thread associated with an issue that is being worked on.
BTW, thanks all around for the many good and helpful reports that we've seen.
06/18/2009 (6:07 am)
@Andrew13
Tracking status from beta to beta definitely is helpful even if it is just an "Issue still there in Beta X". Of course even more so if something has changed about the issue and there wasn't some explicit statement. Generally, commenting doesn't hurt so don't be shy :)
Also in general, issues should be kept in their original threads. It is most helpful if all information is in one thread and there is one forum thread associated with an issue that is being worked on.
BTW, thanks all around for the many good and helpful reports that we've seen.
Torque Owner deepscratch
DeepScratchStudios
please, when will these be available???