I have been rather silent on the Torque 6 front of things. That said - Going to try and be more active from now on.
Improving the Shader Authoring Pipeline -
I feel that there needs to be a drop down menu for each shader "type".
So that people can get faster feedback on the shaders within the material editor.
This should also be modular so that contributors can add their own shaders in a very easy fashion.
Starter Shaders in Torque 6
The Shaders in Torque 6 are not the best yet. They can be better. A better diversity of "Starter Shaders" would help this and show off the potential of Torque 6.
The following Shader types would be great to have in torque 6.
Basically what i am suggesting is bunch of "starter shaders" for lack of a better term that are built into torque 6. These can act as a starting point for shader work in the editor.
Programing Work flow
I am unsure if this is planned but some form of visual scripting support would also be greatly appreciated.
Unreal Engine 4 makes heavy use of it and it makes working with it allot faster work flow wise.
That said - I would recommend looking at Crown which has a Visual Scripting engine in both LUA and C++. I am unsure of the license though. If we do go the Visual Scripting route I think that LUA would be the best choice. Due to its wide spread use in the games industry and documentation overall.
Also - Sorry if this comes off as a bit blunt. Just want the best for Torque 6.