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 3.8

  • GitHub release

  • Release announcement

  • Release candidate announcement

Notes

  • You'll need to regenerate projects thanks to Oculus file changes, even projects which don't use OR.

  • One remaining issue that we tried to get wrapped up, but was unable to was native file dialogs.

There's a few niggling issues causing a crash somewhere with Areloch's implementation. There's a branch concerning it here and if anyone can either tell him how to get Codeblocks to properly debug, or can figure out the crash themselves, it can PR'd right away and get a hotfix out to re-enable file dialogs for the Linux build.

Issues closed source

#1426 Backend correction for #1425 #1423 SDL Menubar accelerator fix #1421 CMake NMake fix to place exe in game directory #1418 Remove GL_EXT_gpu_shader4 #1416 SDL Textbox bleedthrough inputs fix #1411 void GuiTextEditCtrl::execConsoleCallback() reversion #1410 Light animation brightness fix #1409 U32 MRandomLCG::randI() was using longs #1407 Companion PR to 1398 #1406 Monkey PR w/ mergefix #1404 Companion PR to #719 #1402 Files caught by https://github.com/GarageGames/Torque3D/pull/1401 #1401 Adds a verifyCompatibility method to the Win32FileSystem to report case-sensitivity issues #1377 From Dušan Jocić: convexDecomp vs2015+ compatibility patch #1376 From Dušan Jocić: early out of treeview entries to prevent crashes #1375 Redux of Winterleaf's PR 1001, with the suggested updated values #1374 "AL: PSSM Cascade Viz" tool-button #1373 Ribbons in the editors #1371 Random VS warnings #1370 Stop precipitation from processing ticks when it's hidden #1369 Fix NaNs in Collada files #1366 Overrides the default CMAKE_INSTALL_PREFIX #1365 Removing pointless null-pointer tests for objects created with new #1363 Allowplayerstep lets folks run up sharper angles than normal. #1390 Case sensitivity fix for linux #1388 SDL mouse wheel speed fix #1387 Fixes the menubar functionality when using SDL #1385 -wall leads to incredibly long compile times #1383 SDL2 mouse wheel scrolling #1382 Fatality Fix: need to account for 64 bit windows as well. #1380 Partly addresses C4946 warnings #1379 C4189 warning cleanups #1378 Properly testing pointer vars aren't null before using them. #1400 Case sensitivity script fixes #1399 Adds a debug visualization mode for the active physics world #1398 Update messageBox.ed.cs #1397 From @LuisAntonRebollo -stops infinite loop on exit with SDL2+OGL on Win #1396 Adds data to vector out of bounds reports #1394 Release the mouse from window constraints when poping up a window prompt #1392 Warning C4005: 'WIN32' : macro redefinition #1391 Warning C4706: assignment within conditional expression #1362 Removes fatal assertion on duplicated object collisions (meshroads, primarily) #1361 Adds minimum displacement check prior to convexSweepTest to avoid NaNs #1358 Reduces rotation transmission size #1357 Followobject position caching #1356 Convert un-modified function arguments to const references #1354 Cleanup of ease functions operations #1353 Utilize ++iter rather than iter++ to improve iterator performance #1352 Unnecessarily repeated expressions #1350 Fills in profiler timer fallback #1346 Allow using ThreadPool synchronously #1344 Fix -Wreorder warnings from ShapeBase #1343 Fixed some random gcc's -Wreorder warnings #1342 Offsetof is actually a standard thing nowadays it would seem #1341 Fixed warning #1339 Remove demo and trial checks #1336 Fixed some minor compiler warnings on Linux #1333 Plugging Memory Leaks #1330 Basic fix for stereo rendering without a display device

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Last updated 2 years ago