version 0.13.1-alpha update (final open source update)
Shard3D Torque 0.13.0-alpha & 0.13.1-alpha - Improved motion blur (proper per object) - Improved (by a lot) shading performance on older Nvidia GPUs with lower bandwidth - Improved SSAO visuals (fixed weird "screen space shadow" artifact) - Improved PCF shadow map visuals on static objects (no longer jitters when the camera moves) - Improved FXAA implementation (no longer suffers from intense blurriness) - Improved point light shadow acne severeness - Possibly improved deferred renderer performance
- Fixed nested prefabs loading incorrectly (more than 1 nesting level not tested yet!)
- Fixed nasty crash when rendering objects in editor
- Fixed crash when renaming a non cached texture
- Fixed backend buffers causing possible GPU issues due to excessive memory allocations
- Fixed baked reflections generating incorrectly with reverse depth buffer
- Fixed exponential fog not working
- Fixed shadow map destruction stuttering
- Fixed PCF shadow map leaking when blending between opaque and translucent casters
- Fixed blueprint usage in scripts being incorrect (getting actor under a blueprint returns correct actor now)
- Fixed GPU garbage collection system (FINALLY AFTER AN ENTIRE YEAR!)
- Fixed directional light specular calculations being incorrect (now they are nice and round again)
- Fixed constrast effect producing extremely harsh and unusable results
- Fixed script engine crashing when Actor script does not contain BeginEvent(), EndEvent() or TickEvent(float dt)
- Fixed prefab spawning crashing
- Fixed prefab structure (more efficient and more reliable)
- Added physics (FINALLY!)
- Added HUD (FINALLY!)
- Added C++ script support
- Added 'FixedTickEvent(float ts)' function for script engine (called at the same rate as the physics engine)
- Added new transform component functions to C# script engine
- Added ability to disable motion blur
- Added more colour grading options (temperature and hue shift)
- Added experimental planar reflections
- Added experimental volumetric lighting
- Added experimental dynamic sky atmosphere system (with dynamic reflections)
- Added experimental new translucent shading model (refractive)
- Added experimental real time global illumination through light propagation volumes (point lights unsupported)
- Added experimental MSAA
- Added experimental deferred decals
- Added experimental fully deferred lighting
- Added experimental skeletal animation support
- Added cookie textures for spot lights
- Added script function to switch levels at runtime (experimental, no loading screen yet)
- Added debugging system for device lost errors on Nvidia GPUs
- Added ability to duplicate actors by holding RIGHT SHIFT + drag
- Added heightmap terrain component
- Added new PCF shadow map bias controls
- Default window size and resizability can now be set in engine_settings.ini
- Made SSAO, Depth, and transparency revealage buffer previews greyscale (instead of being shaded red)
- Asset system now allows for LeTTer CaPitaLiSaTION
- Redesigned the Sky Light component
- Lighting model update: irradiance maps are now supported, skybox, sky atmosphere (dynamic), and reflection captures
- Lighting model update: new attenuation model, and new light properties (source radius, and source length (point lights only))
- Material specular and reflection model update: specular highlight is now linear and normalised, reflection captures generate individual glossiness levels (skybox and sky atmosphere not implemented yet!!)
- Overhaul to Y up
- Implemented frustum culling (sphere test for mesh actors, AABB test for submeshes)
- Physics changelogs:
- Library used is Open Dynamics Engine (as opposed to the now canned custom ReactorPhysics plan)
- Supports colliders: spheres, boxes, capsules, cylinders, planes, terrain, convex hulls and trimeshes. Collisions between all types of colliders are supported.
- Supports materials: friction, elasticity (a.k.a. bounciness), softness (e.g. a cushion), and absorption (e.g. rubber)
- Supports constraints: fixed, ball, hinge, piston, slider
- Physics editor to create physics assets, as well as edit convex hull points
- Fixed time step! (Configurable in engine_settings.ini, 120 Hz is default)