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Torque Game Builder 1.1.2 Goes Live!
Torque Game Builder 1.1.2 Goes Live!
| Name: | Justin DuJardin | ![]() |
|---|---|---|
| Date Posted: | Sep 28, 2006 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Justin DuJardin |
Blog post

Hello again from the world of TGB! Well it's been a bit over a month and we've been once again cranking away at updates to get out to you all as soon as they're ready. We've got some really cool stuff that's still being tested and developed, but a relatively small update is within our reach and we want to bring you guys some fixes for things that may have been annoying you recently. That's right, 1.1.2 is here, and it's got some great fixes, sorry no new features this time, but keep your eyes open we'll be bringing some update loving your way again, as soon as we can!
This time around we've got some great news for our Mac users. 1.1.2 brings with it all the resolved bugs on the mac that have been reported and marked as such by Paul Scott. A HUGE thanks to Paul for making time in his obscenely busy schedule to get these bugs resolved for you all!
So without further ado, here goes the obligatory listing of what you'll find inside your download page!
Mac Bug fixes for 1.1.2 :
- #2150: Debug banner crashes TGB1.1.1
- #2046: menu bar doesnt work in full screen mode, sometimes causes crash.
- #2047: background sleep time pref not good
- #2054: mouse cursor hides when it shouldn't when window is minimized on mac
- #2048: high values for $pref::backgroundSleepTime freeze mac Torque
- #2074: Mac: no mouse events for a few moments after Canvas::setCursorPos()
- fixed a bug where a negative value in $pref::timeManagerProcessInterval would freeze torque.
- fixed a bug where the sleep interval was not correctly honored.
- updated xcode project file
General Fixes for 1.1.2 :
- Made locked/hidden layers persist across testing of levels.
- Added rendering of vertices to collision poly debug rendering.
- Collision polys now honor flip settings in tile layers.
- Fixed tile collision poly editing for non square tiles.
- Fixed String Stack Corruption problem in guiInspector.cc
- Fixed tolerance settings in guiParticleGraphCtrl for getPlotPoint.
- Fixed an issue with the getPlotIndex function for guiParticleGraphCtrl.
- Set image map to default to prefer performance over memory.
- Fixed image map packing to take packing/performance into account.
- Removed unnecessary usage of isBeingDeleted.
- Fix for mount rotation being applied to mounted objects additively on level load.
- Fixed FourCC code on t2dTrigger. It was using the static sprite code.
- t2dVector::rotate fix. It was converting from degrees to radians twice.
- Fixed new RSS News notification to properly detect when there is new news.
- Updated the locked icon for layers so it is easier to differentiate from the unlocked icon.
- Added toggling of the debug banner in the editor.
Physics Fixes for 1.1.2 :
- Fixed clamp collision for particle collision responses.
- Added specific rigid body case for resolve overlaps.
- Forward movement only collision fixes.
- Fixed inverted logic in t2dPhysics::moveToCollisionPoint. Object's were not properly moving to the collision point. Now they are.
- Fixed bad dot-velocity calculations during bounce and clamp collision responses.
- Fixed problem where minor overlaps were being ignored causing tunnelling over a period of time.
Version Control Fixes for 1.1.2 :
On a slightly different note, we fixed a few areas in which using Version control for a team-setting was causing unnecessary conflicts in files in a repository.
- Made layouts save to a user file so the default layout is never overwritten.
Resolves issue where Default.cs would be conflicted when updating
- Dynamic Fields are now sorted before they are saved in a level file.
This keeps level files from being conflicted due to being the same level but having their dynamic fields written in a random order.
Let the world know what YOU think of TGB
While we're on topic with TGB and updates to it, we could use your help, yet again! This time we need your help in getting thoughts and feelings on your experiences with TGB. Recently we made TGB available for download from Downloads.com. As Downloads.com is rating based we need as much help as we can get in having user reviews for TGB. Whether you've had a positive experience or a negative one, we seem to be severly lacking in ratings on our page and would appreciate it if you all could find the time to let Downloads.com know what you think of TGB.
Review and Rate Torque Game Builder for Windows
Review and Rate Torque Game Builder for Mac
Thanks!
Just wanted to take a moment and thank you all again for your continued support in reporting bugs you find and offering suggestions for things that would make your lives easier when it comes to game development with TGB--It means the world to us!
Cheers,
-Justin
Recent Blog Posts
| List: | 04/01/07 - Torque Game Builder 1.5 Beta 02/01/07 - Torque Game Builder Closed Beta Signups 09/28/06 - Torque Game Builder 1.1.2 Goes Live! 08/10/06 - Torque Game Builder 1.1.1 Lives! 06/20/06 - Torque Game Builder Hits 1.1.0! 06/08/06 - Torque Game Builder RC2 is Here! 05/10/06 - Torque Game Builder goes Feature Complete! 04/17/06 - Torque Game Builder Bounties (Part 2) |
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Submit your own resources!| David Stewart (Sep 28, 2006 at 21:17 GMT) |
DL'ing asap
| jydog (Sep 28, 2006 at 21:20 GMT) |
Does this version have the Tank Buster resorces?
| AzraelK (Sep 28, 2006 at 21:37 GMT) |
It would be a good idea to implement a patcher (like the one in firefox or blender) for tgb
| David Stewart (Sep 28, 2006 at 21:49 GMT) |
| AzraelK (Sep 28, 2006 at 21:53 GMT) |
| Anthony Harris (Sep 28, 2006 at 22:56 GMT) |
| Leroy Frederick (Sep 28, 2006 at 23:08 GMT) |
EDIT:
I noticed the first review on dload.com say:
Quote:This isn't strictly true as I've been happily using TGB in full screen via a code snippet example I created on how to maximize and restore window size via script in the forums ;) www.garagegames.com/mg/forums/result.thread.php?qt=46570
Cons: - cannot maximum to full screen , so u will have to do some scrolling.
Edited on Sep 28, 2006 23:46 GMT
| Alex Rice (Sep 28, 2006 at 23:45 GMT) Resource Rating: 5 |
Justin- good deal having the changelist right here on the release announcement- very professional
| John Klimek (Sep 29, 2006 at 00:53 GMT) |
Hopefully real-time networking will still be implemented in the near future though ;)
| Dennis De Marco (Sep 29, 2006 at 01:09 GMT) |
| Tom Bentz (Sep 29, 2006 at 01:27 GMT) |
| Corey Martin (Sep 29, 2006 at 01:55 GMT) |
| Jeremy Alessi (Sep 29, 2006 at 06:19 GMT) |
| Thijs Sloesen (Sep 29, 2006 at 08:10 GMT) |
| Melv May (Sep 29, 2006 at 10:42 GMT) |
| Keith Frampton (Sep 30, 2006 at 01:51 GMT) |
| David Higgins (Sep 30, 2006 at 09:32 GMT) |
EDIT: Any chance we can get a scrollable tile-map editor in the next bug fix? The 1.1.0 release had shortcut keys to move the map around, 1.1.1 seemed to have gotten rid of those shortcuts and the arrow keys appear to be ignored (as they usually work in the level builder when not editting a tile map).
Edited on Sep 30, 2006 09:36 GMT
| Josef Rogovsky (Oct 01, 2006 at 17:33 GMT) |
Can I install on top of the previous version or do I need to uninstall the old version first?
| Teddy Setiawan Wijaya (Oct 04, 2006 at 06:24 GMT) |
Torque2D version: 1.1.2
Torque Game Builder version: 1.1.1
What does it mean?
| Josef Rogovsky (Oct 04, 2006 at 09:49 GMT) |
And I ended up doing a full uninstall and manual removal of the remnants of the install directory.
I assume that's how it's supposed to look.
| Justin DuJardin (Oct 04, 2006 at 20:51 GMT) |
The screen is infact intended to display Torque2D 1.1.2 and TGB 1.1.1, we chose to do this because the updates were aimed mostly at core engine functionality rather than tool updates. In retrospect it may have been confusing to you and for that I apologize.
Hope you are enjoying the updates!
Best Regards,
-Justin
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