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TGE Release Notes.txt
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TGE 1.5.2 [24 Apr 2007]
---------
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
TGE 1.5.1 [30 Mar 2007]
---------
Changes
-------
- allows use of DIFs created by Torque Constructor
- integrate fixes and changes from TGB 1.1.3
- changes to StringBuffer class
- changes for better UNICODE support
- improvements to the font class
- Mac console improvements
- merge in the Optimization Kit resource
- rendering optimizations for texture fog
- some Altivec improvements for terrain blending on PPC Macs
- batch rendering of precipitation, splashes, and decals
- eliminate a lot of object copying throughout the codebase
- change constant doubles into constant floats to improve gcc PPC code
- Intel Macs now use the asm terrain blender
- added a couple of asm routines to Intel Mac build
- some code cleanup
- remove/deprecated files
- dgl/gNewFont becomes dgl/gFont
- sceneGraph/lightManager.[h,cc] are deprecated in favour of lightingSystem/sgLightManager.[h,cc]
- remove TORQUE_UNICODE from torqueConfig.h
- const-ified member functions and arguments in many places
- added a few asserts to catch problems in debugging
- added levels of detail [LOD] to the interiors on the Stronghold mission in starter.fps
- added a barebone mission that is just a terrain, a path for the AI, and an interior which includes a static mesh
- other bugs fixed:
- integrate changes for ExtrudedPolyList resource to fix some collision issues
- AudioEmitter looping
- Two bugs in BitRender.cc
- shadows are not drawn correctly for meshes containing triangle list primitives
- runtime check failure
- possible fix for fxShapeReplicator hard lock on Windows
- fix for particle stream jumping around
- TelnetDebugger fixes and additions
- added file load updates
- fixed crash on breakpoint in invalid codeblock
- fix NetEvent ref count problem
- fix cursor issues when saving the play gui
- other miscellaneous bug fixes
Known Issues With Constructor Integration
-----------------------------------------
- lighting of static meshes
- static meshes only support static lighting
- flipped objects (both brushes and static meshes) still produce odd shading