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
Powered by GitBook
On this page
  • Notes
  • Pull Requests Merged source
Edit on GitHub
Export as PDF
  1. General
  2. Release Notes

Version 3.9

  • GitHub release

  • Release announcement

Notes

Pull Requests Merged source

#1685 Precipitation maxVBDrops correction #1678 Fix a few more case sensitivity issues #1677 Flips the i386 flag to i386 #1676 Removes an extraneous Namespace usage #1675 adds bitmap coloration to: #1674 new: guiAnimBitmapCtrl #1673 Removes the body for the physicsBody's findContact #1672 Sdl popup menus #1671 Fix bug #1664 by @Areloch #1670 GFXD3D9Device generic shader support. #1669 New: GuiBitmapBarCtrl #1668 revised torque_nsight_workaround #1667 raycast division safety #1663 corrects corruption in precipitation class #1661 Enable demo rec #1660 suppresses a leak potentially caused by Knot::mType||Knot::mPath entr… #1659 Linux vix shader fixes #1658 Corrected "Pref::Server::ConnectionError" description. #1657 Correct AIPlayer aim. #1654 Shape mounting #1653 Corrects culling of point/spot lights #1652 Cleanup unused functions #1647 typo "tomove" to "to move" #1645 New object pointer cleanup #1644 Fixed compile errors on linux (obvious programming faults). #1643 corrects https://github.com/GarageGames/Torque3D/issues/1273 #1641 DX11 accumulation shadergen fix. #1640 fallback - dynamic shadow cache nuking (static refresh delay preserved) #1639 corrects safety check for Stream::readLongString #1637 Fix for Issue #1415Move::Move() is not properly initializing bool tri… #1634 Fix for "Crash on 'add a new mesh' Forest Editor action" #1633 #1632 localization augmentations via rlranft RE: #1631 Fix for rapid firing setImageTrigger(0,1); issue #1630 #1629 Makes vehicles work with the physics plugins. #1625 Fixes some bullet physics issues with the player class #1623 add loop playback to GuiTheoraCtrl #1622 Fixes vertcolor code insertion order, and #1621 Fixes the drawUtil rendering of polyhedrons #1620 Bug space folder in scene tree 2 #1617 removes w=z trick (was causing fisheye, effectively) #1615 Entity/Component implementation #1613 missing samplerstate configurations with empty #1611 Fix axis check in Box3F::extend method #1609 Adds the RotationF utility math class. #1608 Set textures as bitmapctrl in script #1607 Select camera when in material editor crashfix. #1605 corrects native file dialogue return values #1604 alternate to https://github.com/GarageGames/Torque3D/pull/1602 #1603 updated empty template … #1599 Added missing OpenGL profiling blocks. #1598 replaces GL_PIXEL_UNPACK_BUFFER_ARB with GL_PIXEL_UNPACK_BUFFER #1597 OpenGL Extension Caching #1596 removes FrameAllocatorMarker usage from GL side _fastTextureLoad #1595 Rolls back OGL Projection correction. #1594 Fixes the cmake blacklist filter it not using SDL #1593 Native File Dialogs #1591 Re-enable destruction of PhysicsShapes. #1590 missing samplerstate configurations #1589 GFXDynamicTextureProfile #1587 Profiler toggle and World Editor menu entry. #1586 Expose Network Sim fields on NetGraph gui #1583 exposes several datablock entries to the particle editor gui subsystem #1582 Reimplements a form of subsurface scattering #1578 Fix up GL formats to comply with core profile. #1577 DX11/GL border offset fix for GFXDrawUtil::drawRect #1576 Updates SDL to version 2.0.4, which makes it compatible with VS2015. #1575 CMake SDL Option #1574 corrects projection matricies for opengl #1573 allows navmeshes to generate for most scene objects, #1571 ScreenShotD3D11 delete fix #1570 Roll back the changes to simPath temporarily in order to merge in DX11 #1569 Fix for SimPath to make DX11 compatible. #1568 case sensitivity typofix #1567 Added Epoxy in favor of GLEW #1566 Fix release build compile with MSVC 2015 (finally) #1560 GL floating point format fix. #1559 Direct3D11 Support #1558 Spacial update for Px3 character controller #1556 Path editor display augmentations. #1555 fix for broken caustics reference #1554 from @rextimmy automatically adds a sky feature to skies. (render so… #1553 turns out independent sized render targets was causing lighting artif… #1552 should actually let HDR have a say for glows. #1550 new method: ResetGFX(); #1548 alpha masking for buttons. original attribution @dottools #1541 Fix crash callonchildren #1540 Fix zipped dts loading #1539 addresses https://github.com/GarageGames/Torque3D/issues/1537 via the… #1536 opengl crashfix pow(x,y) needed to be passed matching vartypes. #1535 [CLONE] Add support for abstract ConObjects #1533 New color picker - #1334 clone #1532 [CLONE] More consolefunctions #1143 #1530 Steve Acaster's Ai Poses #1529 Asserts cleanup PR with conflicts resolved. #1528 New script function to edit script-created decals #1527 Fix for TerrainFeatGLSL getProcessIndex() signed mismatch #1526 Corrected signed mismatches in featureSet & shaderFeature #1525 Added immutable vertex and index buffers. #1519 Deferred shading #1518 http://stackoverflow.com/questions/8461832/explicit-qualification-in-… #1517 namespace conflict resolution #1516 vsprintf replacement with engine vairant #1512 [OpenGL - Win32] This fix a bug during resolution change. #1507 Fix for collision issues with scaled players #1506 setDetailFromDistance aspect ratio friendly adjustment #1505 courtessy @Lopuska: opengl occlusion query fix #1504 ResourceLeakFix for OpenGL #1502 Glow buffer graphic corruption fix on OpenGL. #1497 footstep and impact enum extension support #1496 Fix case sensitivity and Platform::fileDelete #1490 Fix for OpenGL/D3D11 bottom border offset #1484 Updated paths for collada tdictionary.h #1481 Extacted AI tweaks: #1480 Fix NULL pointer Crashes in WorldEditor::selectObject & unselectObject #1478 Volumetric Fog Take 2 #1475 NavMeshUpdateAll leak suppression (not 100% preventative) #1474 mDirtyTiles changed from std::queue to a vector #1473 Fix TinyXML Build errors #1470 removes StaticObjectType flag from water objects. #1469 Recurse dump directories fix #1464 bullet module #1463 missed a convexSweepTest early-out check. #1461 diffuse/albedo texture linearization #1460 fillin for fallbacks for filesystem funcs #1459 corrects ghosted decal datablock lookup flaw #1457 hooks meshroads up to the material system for castrays #1453 playJournal fix and removed depcrecated command line options #1452 Corrected SkyBox vertex format #1447 improved radio button #1446 Removed unused vertex colors from GFXWaterVertex #1444 Removed unused vertex formats from ScatterSky #1443 TAML, Assets and Modules implementation #1442 shadow caching #1439 ensures opengl texSpaceMat is initialized from the get-go #1438 explosion cover miscalc #1436 missing ribbon shaders, empty template #1435 missing empty template glow pass debug tool #1434 fullscreen and windowed mode cli fix #1433 The TypeCommand type brings up a full notepad-esque interface. #1432 Backend correction for the rigid vs rigid collision resolver: #1431 SfxCompareProvider fix

PreviousVersion 3.10NextVersion 3.8

Last updated 2 years ago