52 lines
2.2 KiB
Plaintext
Executable File
52 lines
2.2 KiB
Plaintext
Executable File
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TGE 1.5.1 [30 Mar 2007]
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Changes
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- allows use of DIFs created by Torque Constructor
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- integrate fixes and changes from TGB 1.1.3
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- changes to StringBuffer class
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- changes for better UNICODE support
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- improvements to the font class
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- Mac console improvements
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- merge in the Optimization Kit resource
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- rendering optimizations for texture fog
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- some Altivec improvements for terrain blending on PPC Macs
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- batch rendering of precipitation, splashes, and decals
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- eliminate a lot of object copying throughout the codebase
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- change constant doubles into constant floats to improve gcc PPC code
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- Intel Macs now use the asm terrain blender
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- added a couple of asm routines to Intel Mac build
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- some code cleanup
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- remove/deprecated files
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- dgl/gNewFont becomes dgl/gFont
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- sceneGraph/lightManager.[h,cc] are deprecated in favour of lightingSystem/sgLightManager.[h,cc]
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- remove TORQUE_UNICODE from torqueConfig.h
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- const-ified member functions and arguments in many places
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- added a few asserts to catch problems in debugging
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- added levels of detail [LOD] to the interiors on the Stronghold mission in starter.fps
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- added a barebone mission that is just a terrain, a path for the AI, and an interior which includes a static mesh
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- other bugs fixed:
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- integrate changes for ExtrudedPolyList resource to fix some collision issues
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- AudioEmitter looping
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- Two bugs in BitRender.cc
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- shadows are not drawn correctly for meshes containing triangle list primitives
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- runtime check failure
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- possible fix for fxShapeReplicator hard lock on Windows
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- fix for particle stream jumping around
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- TelnetDebugger fixes and additions
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- added file load updates
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- fixed crash on breakpoint in invalid codeblock
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- fix NetEvent ref count problem
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- fix cursor issues when saving the play gui
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- other miscellaneous bug fixes
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Known Issues With Constructor Integration
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-----------------------------------------
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- lighting of static meshes
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- static meshes only support static lighting
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- flipped objects (both brushes and static meshes) still produce odd shading
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