November 2014: Progress report

Work enumeration since the 9th of November for version 0.3.6.9:

Features:

Vehicle rotation basics working: We can now spawn the vehicles with any rotation. Some minor usability problems are to be fixed in the upcoming days.

64 Bit support basics added: We added support for 64 bit for Torque3D and it was quite some work to get 64 bit support working well with all the libraries and the new Lua integration.

Added little launcher that will launch the 32 bits (x86) or 64 bits (x64) version, depending on the operating system. The real binaries are now in separate folders as this is the only possible workaround.

Added internationalization basics to the user interface. Not done at all yet, still WIP (needs to use the steam language if available)

Lua basics integrated into Torque3D. We slowly replace the integrated scripting language with Lua.

FMod re-integration tests (not published, for internal testing only)

OpenAL sound backend integrated

Joystick absolute axis support for spacemouse 3d support (also input map added for that)

Mouse Cursor hiding: It hides itself automatically now if no activity is detected for a certain amount of time. This function is disabled for some special cases (cefdev, mainmenu)

Triggers now work with the new T3D Lua

new Thrustmaster TX F458 wheel input mapping

The console now defaults to T3D Lua, also improved support for the other languages in there.

added Fanatec Base v2 input mapping basics

T3D Material selector defaulting to 100 materials per page, more materials per page possible now

Improved Wheel debug UI App

Sync with latest Torque3D upstream (lots of bugfixes, some minor new features)

more bugfixing on the new Scene Octree

fixed lots of memory problems, errors and potential crashes, as well as used, uninitialized variables that were found during static code analysis.

fixed bug #155 where objects rotation modified its scale: [issue]155[/issue][*] Changed default decalBias for fix DecalRoads render too high over terrain.

3D roads now have collision

Fixed crash to desktop bug on async shader compilation

Fixed userpath usage: now the file is called ‘userpath.ini’ and works well with relative paths. (Also added examples to that file)

Fixed some bugs on the XInput manager, improved xinput cache file format, added some default known controllers

Lua FFB code now knows about the attached devices and can get the config

Fixed invalid normals on 3d mesh loading

Improved D3D9 fatal error messages: Now they produce a messagebox and show it to the user instead of the game failing in some undetermined way.

More work on Force feedback, nearly usable now 🙂

fixed simple gearbox app crashing the UI when no engine was installed

Loading screen loads first now, fixing the half-rendered loading screens

Fixed the new HTML part chooser

Fixed Bug “Beamng enters infinite loop if .swp file is present in vehicle directory”

Fixed Bug #108 (//redmine.beamng.com/issues/108): Restore driveshaft disabled status after user changes shifterMode.

Removed cleanup.bat script. Please delete your cache folder simply if you want to clean the cache.

Fixed Bug with red shifting in in grid map near big pipe

Fixed console spam when changing focus with FFB enabled

Fixed Input Test feature not working

Printing command line args to logfile as well for better crash reporting

New Vehicle Reset hook for UI apps

slightly fixed up main menu links width

Drivetrain: Fix for rotators and Optimizations.

minor changes to the hamster wheel

more textures added to HR + objects

improved the town base on eca

increased caster and SAI on hatch

Fixes to the cannon and angletester lua

Fixed water detail adjust for all maps except DRI

HR fixes: start bridge to HR, new lighting, start positions, checkered finish line, adjusted forest, road work, created checkpoints, terrain texture work, created new roadblock object

Added collision to a lot of the HR buildings + lod, minor improvements

HR: collisions working + terrain edits, new preview image

updated UI Winds app

Fixed material case names causing errors on GM, HR stuff, etc

New ramp prop, useful for loading things on the flatbed

Semi fueltanks: fix for improperly mirrored coltris

New prop; Metal Box, 100kg each

Hatch: work on toe out/in

Added a bit more power to stage 1 engine tuning on gavril v8s

B25Mitch joined our team and works on a new vehicle and other things (like our new vehicle creation introduction: [wikipage]Introduction_to_Vehicle_Creation[/wikipage])

Ali joined our team and will work with the C++ Team on improving the T3D engine and their shaders

Chris joined our team as business consultant in order to keep things a bit more ordered 🙂

153 committed changes to our Torque3D source code git repository

195 committed changes to our game SVN repository

43 Bug and 3 Feature issues closed in our internal ticket system

And yes, i went through all of those by hand to write this blogpost.

Above changes are work in progress and might not be released at this point but will be released within the next updates.New User interface concepts (WIP)The last week we worked out a general concept on how our user interface should look and behave. The goal is to have a simple to use, yet powerful tool that helps the user along.

We will completely get rid of the main menu and replace it with the dashboard, which will offer all kinds of functions just one click away for the user. (via ESC key)



The environment changer and the level/vehicle choosers might look like this:



So, we will simplify the user interface: panel left, ESC to do anything 🙂