Torque3D
  • General
    • Welcome!
    • Features
    • Release Notes
      • Version 4.0.3
      • Version 4.0.2
      • Version 4.0.1
      • Version 4.0
      • Version 3.10.1
      • Version 3.10
      • Version 3.9
      • Version 3.8
      • Version 3.7
      • Version 3.6.2
      • Version 3.6.1
      • Version 3.6
  • Getting Started
    • Introduction
      • What's the Torque3D Engine?
    • Getting Familiar
      • Getting a Copy
        • Torque Project Manager
        • Downloading it Yourself
      • Getting Ready for Launch
        • Running Pre-Built Binaries
        • Building the Engine Yourself
      • Launching the Game
        • Opening the Example Level
        • Launching the Editors
      • Your First Game
        • Introduction To The Engine
        • The Module System
        • Creating an empty gamemode
        • Adding a Player
        • Adding a Coin
        • Adding a win-condition
        • Custom coin asset
        • Counting coins
        • Adding some effects
        • Supporting multiplayer
        • Adding a Scoreboard GUI
        • Keeping the scoreboard up-to-date
      • Deep Dive: BaseGame Directory Structure
    • Best Practices
    • Porting a Legacy Project
  • For Artists
    • Assets
      • What are Assets?
      • How to Create a New Asset
      • Working With Assets
      • Deep Dive: Creating a New Asset Type
    • Art
      • File Formats
      • 3D Art
        • Shape Specifications
        • Coordinates System
        • Mounting Shapes
        • Animation
        • Player Setup
        • Blender -> Torque3D Pipeline
      • 2D Art
        • Working with Adobe Substance
    • Animation
    • GUI
      • Loading and Initializing a GUI
      • Expanding a GUI via Script
      • How to Network GUIs
    • Materials
      • Material Mapping
      • Material Animation
    • Terrain
    • Shaders
    • Lighting
    • Audio
  • For Designers
    • Base Classes
      • SimObject
      • SimGroup
      • SceneObject
      • Scene
      • Datablocks
    • Game Classes
      • Creating an Object
      • Destroying an Object
      • Gameplay Scripting
        • Spawning an Object from Gameplay Code
    • Modules
      • What are Modules?
      • How to Create a New Module?
      • Making a Module do Things
      • Installing Existing Modules
        • Where to Get More Modules
    • Scenes and Levels
      • How to Create a New Level
      • How to Load a Level
        • Deep Dive: Level Loading Scripts
      • How to Edit Levels
        • Opening a Level in the Editor
        • Spawning Objects from the Asset Browser
        • Working with Scenes
        • Using SimGroups
        • Changing a Level's PostEffects
        • Deep Dive: LevelAsset Companion Files
    • Game Modes
      • Creating a New GameMode
      • Making a Level Use Your GameMode
      • Adding Gameplay Code to Your GameMode
    • AI
      • Navmesh
      • Objects
      • Scripting
    • Inputs
      • Inputs and Keybinds
        • ActionMap
        • Bind Functions
        • ActionMap Stack
    • Localization
    • Editors
      • Changing Editor Settings
      • World Editor
        • Scene Editor
        • ConvexShape Editor
        • Terrain Editor
        • Terrain Painter
        • Material Editor
        • Spline-Based Tools
          • Mesh Road Editor
          • River Editor
          • Decal Road Editor
        • Datablock Editor
        • Particle Editor
        • Decal Editor
        • Forest Editor
        • Navmesh Editor
        • Deep Dive: Creating Your Own Editor
        • Shape Editor
      • GUI Editor
        • Interface Details
  • For Programmers
    • Compiling the Engine
      • Setup Development Environment
        • SDK and Library Installation
        • Git
        • Cmake
        • Creating a Fork on Github
      • Create a Project
        • Creating a Project With CMake
        • Creating a Project With the Project Manager
      • Compiling
        • Compiling in Windows
        • Compiling in Linux
        • Compiling in MacOS
      • Building the Project Manager
    • Introduction
    • Code Style Guidelines
    • Expanding the Engine
      • Creating a New Object Class
      • Exposing Object Classes to Script
        • addProtectedField
      • Adding a New Library to the Engine
    • Major Components of the Engine
      • Core
        • Console
        • Platform
      • Audio
        • SFX
      • Rendering
        • GFX
        • Render Bins
      • Physics
        • Stock T3D Physics
        • Physics Wrapper
          • PhysX
          • Bullet
        • Classes
    • Rendering
    • Math
    • Networking
      • Client and Server Commands
    • Physics
    • Collision
    • Scripting
      • TorqueScript
        • What is TorqueScript?
        • Basic Syntax
        • Variables
        • Types
        • Operators
        • Control Structures
        • Functions
        • Objects
        • Module Interop
          • QueueExec
          • RegisterDatablock
          • CallOnModules
          • ModuleExec
        • API Reference
      • Other Languages
        • C-Interface
    • File Inputs/Outputs(I/O)
    • API Reference
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  1. General
  2. Release Notes

Version 3.10

  • GitHub release

  • Release announcement

Notes

Pull Requests Merged source

More to add

#1688 Basic OpenVR Support code #1690 fix create datablock for physicsshapes. #1692 CMake support for VS_STARTUP_PROJECT #1695 Tidy up unnecessary #define #1705 3.9 fix: corrects improperly applied specularpower #1706 Tweaks the detail textures for the terrain #1710 adresses #1704: partial reversion to 3.8 specs regarding layer blending. #1711 Hardware Skinning Support #1713 adresses C4189 warnings #1714 addresses C4101 warnings ('identifier' : unreferenced local variable) #1715 Change back "enabled" values to lowercase #1716 changes "Rotation" instead of "rotation" #1702 #1717 fixes footsteps missing when no impactSoundId #1718 file name reporting for 'sampler not defined' and rtParams error reports. #1719 dx9 samplernames for fixed function replication shaders #1720 navmesh file load error-fix #1725 Fix to include a needed include for the accumulation volume stuffs #1726 added path @dottools #1730 accutex was left out of the copy constructor for TSRenderState. #1732 vec3 variants for toLinear and toGamma #1743 replace fix #1736 for add physicShape datablock from the editor #1749 adds toLinear and toGamma helper functions for ColorF, uses the former in adjusting lights. #1750 short term LOD correction #1754 Removes the unnecessary include of altbase in nativefiledialogs #1755 Implements the splash screen window to the SDL platform stuff. #1756 Fix load with DTS shapes introduced with HW skinning changes #1761 Intrinsicsfix #1762 lightbuffer (aka brightness and shadow) always comes last as a mul #1763 banding: conforms misbehaving postfx to the hdr buffer format #1764 linearizes fog color #1765 Correctly copy mipmap sub resources for DX11 cubemap. #1766 Replace Epoxy with Glad #1768 Added a missed a preprocessor for when not using openVR. #1769 Fixes the Toggle Children Lock and Toggle Children Hidden options #1770 Makes sure the key modifiers are passed along with mouse actions. #1772 Fix crash when saving NavMesh file without Links #1773 GuiInspector's findByObject method fix. #1774 embeds blendtotal into the low bit for the normal|depth buffer #1777 Update libogg to 1.3.2 #1778 Libpng update to 1.6.25 (fixes x64 crashing on exit) #1779 Revert TORQUE_CPU_X64 changes to oggTheoraDecoder #1780 .gitignore to exclude cmake generated config_types for libogg #1782 Fixes AbstractPolyList::addBox(). Complete each face with missing 2nd triangle. #1784 Gui speedometer hud #1785 MacOS platform support #1786 Reduce the amount of blocks of memory DataChunker uses #1787 Fix redundant memcpy in swizzle ToBuffer method #1790 GuitHealthBarHud flip fill #1795 ai: distance needs to be returned as a float. #1796 retooled circular ease methods #1798 clang: format_token string format correction #1799 clang catch: pragma note. (no longer needed) #1800 clang reports: unclear || + && and &+| mixes #1801 clang: register type modifier deprecated #1802 unused variable cleanup #1803 clang: trailing else #1804 clang: unsigned>0 checks #1805 clang: constructor initialization order #1806 more unused variable cleanups #1807 clang catch: boxBase's getPlanePointIndex method wasn't returning values in all cases. #1808 clang: consistent callbacks #1809 refactor: spacing on function call parameters #1810 Force enums using unsigned values to actually hard type to U32 #1811 filters false flags from clang compilation #1812 clang: The unit test suite doesn't play nice with -wundef #1813 clang catch: garbage in line directives #1814 garbage char in string #1816 OpenAL-soft for windows #1817 Preliminary IPV6 Support #1818 Fixes up some erroneous behavior with Simgroup parentage. #1819 Fixes prefabs in root dirs having extra folders in creator. #1820 Updates SDL to 2.0.5 #1821 Sanity check for if the GuiPlatformGenericMenuBar class #1822 Corrects the specular handling as per Richard's suggestion in #1783 #1824 Hides the light's dynamic refresh rate field in the editor #1828 fix issue #696 #1829 Adding depth option to the texture of guiOffscreenCanvas #1830 Fix for NavPath is not updated when navMesh has change. #1831 fix ColladaExporter #1834 Also adds a sanity check in the event a splash image isn't found. #1835 Adds some helpful utility math functions. #1836 motion based updates for shadow caching #1838 re-enable face culling for the terrain #1839 directional coloration for pathnodes, #1840 FIELD_ComponentInspectors inspector hook up #1843 Update version.h #1846 Fix SDL/Mac report going into the background #1847 factoring in tangentW causes parallax to swap specular highlight directions. #1848 [workaround] pinches parallax steps so the 0-1 range has minimal artifacting #1850 Change VS to use the default fp:precise #1851 remove dml file #1852 Adds some bake-to-collada functions #1854 fix SDL text events from generating a ~ key when opening the console #1855 Updated recast to 1.5.1 #1856 uts bitangent direction determinant back #1858 flips dx11, opengl, and sdl2 on by default now that those are no long… #1859 Multiple canvas support for GL and DX11 #1868 GL::Workaround::noCompressedNPoTTextures profile is no longer used #1874 readme update #1876 Fixes Bullet not supporting holes in terrain. #1877 Default port fix #1878 Fixes window icons with SDL #1879 colorPicker/swatch srgb display. #1882 OpenGL vsync fixes. #1883 DX11 updates #1885 update libvorbis 135 #1886 looks like getsockname needs a slightly different signature for crossplat support #1887 HDR review: remove from reflections, kill depth check, order of ops #1888 brings empty up to date for core and shader dirs #1889 Bullet 2.85 update #1890 added torque SimView tool #1891 D3D11 shadermodel version fix #1894 enable video recording #1895 Unused preDemoRecord() #1896 PhysicsShapeData examples #1897 Physx3.3 updates #1898 PhysicsShape applyTorque function #1899 Physx 2.8 removal #1901 Physics timing #1903 PhysicsShape applyForce function #1904 Fix net tests #1907 OSX de-deprecation (profiler and macFileIO) #1908 Removed deprecated use of register keyword from the TorqueScript lexer/parser #1915 Fixed semaphore struct to class #1916 SFX Variance Overflow #1919 Fixed StaticShape onUnmount #1920 Variadic console templates #1921 address #1914 #1922 Optionally include a CMake configurations file from the project directory #1923 String table empty string #1925 Sdl update fix #1926 Call the correct system rename #1928 Cleanup when deactivating light manager instead of reinitializing #1929 Make RenderPassManager call Parent::InitPersistFields #1930 Texture crash #1931 Fixes some issues with lightning #1932 Cleans up a few cmake options and flags #1933 Fixes editor handling of menubars when opening/closing. #1934 SDL Menubar accelerator fix #1935 Adds a check to the record movie call #1937 fix warningFlashes() of lightning class #1938 added strikeObject lightning feature #1939 Hotfix to re-add the prior static function fix in platformNet #1942 Fixes some issues with forest editor.

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