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Torque 3D 3.8 Release Candidate


JeffR

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@timmy: and the _P? looks like that ones a vertex shader, and most of the time temp variables crop up in pixel shader loops.


On the sdl2 keybinding front... still looking into it https://github.com/Azaezel/Torque3D/commits/SDL_Synergy (Code-dump courtesy of mango: https://onedrive.live.com/redir?resid=5FBC82584B785711!1683&authkey=!AOFSAyCieMxPn54&ithint=file%2czip , though a straight drop-in and replace still showed some interference. Might rule a few things out though.), don't think that's gonna make cutoff however, unfortunately.

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Alright everyone, update!


We're a little over 2 weeks out, and while it's taking a little longer than anticipated to push through the RC(I said 1-2 weeks initially), it's because we found a few straggler issues we needed to wrap up.


I'm trying to wrap up the file dialog action for linux, and we've resolved most of the apparent SDL issuse, pending a few PRs getting rolled in. Once that's complete, I'll do a final spit-n-shine QA run over to try and make sure everything's on the level, and we should be good for release.


In other words, we should be good for the real release by the end of the week! Yaay.

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  • 2 weeks later...
Bug/Feature?


When i am in the Scene on the MissionGroup and i double click on the name of some item a small box pops around the the name of the item. If i change it's name and click enter on my keyboard the new name is discarded and the old one is used.

 

Looks like it's a bug. Luckily, renaming from the name field on the object looks to still work fine. Can address that later.


As for 3.8, I've got the Linux file dialogs partially working, and if the stars align should have them wrapped up tonight. Codeblocks unfortunately doesn't make debugging stuff easy, so it's a bit slower going.


Once those are done, 3.8 should be wrapped and good for release!

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A while back I posted an issue on github about 2048+ size heightmaps, soon I discovered that the problem with that size could be with the vram memory, but the thing is that in cryengine and UE4 I can import 4096+ heightmaps without any problems.


Loos like this is a T3d problem after all.

https://github.com/GarageGames/Torque3D/issues/411



My specs:

Inter Core 2 Duo 1.8ghz

4 gb ram

Radeon HD 6950 1 gb ram

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A while back I posted an issue on github about 2048+ size heightmaps, soon I discovered that the problem with that size could be with the vram memory, but the thing is that in cryengine and UE4 I can import 4096+ heightmaps without any problems.


Loos like this is a T3d problem after all.

https://github.com/GarageGames/Torque3D/issues/411



My specs:

Inter Core 2 Duo 1.8ghz

4 gb ram

Radeon HD 6950 1 gb ram

 

So, same hardware, but you can load 4096 heightmaps on other engines, but not Torque?


Alright, thanks for the rekindle on that. I don't remember running into this myself, but I may just have bypassed it. I'll make sure we get this touched on. If possible, could you upload an example of a heightmap that was giving you problems, so I can test against it?

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Just tested it on my laptop, which has an intel HD card in it(so not exactly cutting edge)


I was able to load the 2048 heightmap just fine, even if i nudged up the meters-per-texel.


However, if I increased the heightmap res to 4096, I got a crash with the frame allocation asserting due to size limits.


Are you running into this in debug? Release? Both?

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  • 1 month later...

I loaded a 16bpp png 4096 heightmap (32mb) I saved in Photoshop to make a terrain and it crashed.

I managed to get the heightmap to load and create a terrain which I saved but as soon as I try to paint it or load a 4096 base map into the terrain painter it crashes.

I'm using the 3.8 final release.

http://orb.uk.net/skipper/DesertMountains_Height40965.png

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