Torque/1.5/1.5.1 ReleaseNotes

From TDN

TGE 1.5.1 Release Notes

  • 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 majority of 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
    • removed/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 to the interiors on the Stronghold mission in starter.fps
  • added a barebones mission that is just a terrain, a path for the AI, and an interior which includes a static mesh
  • 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


We wanted you to be able to work with Torque Constructor interiors right when it is released. There are a couple of known issues with Constructor integration which will be addresses in a future update.

Known Issues With Constructor Integration

  • lighting of static meshes
    • static meshes only support static lighting
    • flipped objects (both brushes and static meshes) produce odd shading