tge/TGE Release Notes.txt
2017-04-17 06:17:10 -06:00

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