Torque/1.5/1.5.2 ReleaseNotes

From TDN

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