I agree that the documentation is out of date. I agree that all features should be working as described.
There are parts of this beast that bother everyone and there are parts that bother only some of us, but there are some things that need to be added even before some of the old bugs are fixed just to draw more users. I think that the SC is trying to focus on some modernization to help bring more developers in so that there are more people with the time and inclination to jump in.
I feel that the engine belongs to everyone. If you see a problem and it really bothers you, log the bug in Github (https://github.com/GarageGames/Torque3D/issues
) or fix it and make a pull request - or both. It belongs to you as much as it belongs to me.
Many features are actually genre-specific, or at least specific enough that they can't be said to apply to "most" genres - are we sure that those features need to actually be added to the engine instead of shared as a resource? Do vehicle-mounted turrets or character facial morphing really apply to my 3D chess game? Card game? Medieval RTS? Before adding something we need to ask ourselves "is this really useful in a broad sense?" Sharing these resources is probably the better option in my opinion - it lets people do more without adding bloat to the engine for people who don't need the added features. This was a guiding principal in T2D during the preparation for moving toward 3SS/MIT.
For example, I've recently updated the old RTS Prototype walkthrough/tutorial for 3.8/3.9 and I'm currently working on extending that - I keep it in a copy of the full T3D online documentation that I host on my site (http://www.roostertailgames.com/TorqueRef/index.html
). While this doesn't make it easy for anyone but me to edit it does leave it accessible, and since it is an extension of the current documentation available at https://github.com/dottools/Torque3D-Documentation
(MIT from the original public release) anyone is free to copy/paste if they wish. I focused on this mainly because at this time it's all I have the available time for. There are a few (very simple) engine-side changes that I want to make for it, but I'm going to document those separately. I want to keep the tutorials script-side only, but I want to make the engine-side changes available for those with the inclination to try them. Additionally, ballistic calculations and a RTS-style decal move/placement cursor don't belong in the engine in my opinion - they're things that I want for this RTS but they're not "generally applicable."