Torque 2D (TGB) 1.7.6 Released
by Michael Perry · in Torque Game Builder · 12/16/2011 (3:16 pm) · 39 replies
Official Blog: 1.7.6 Released
Changelog
Improvements:
- Updated documentation for 1.7.6 release (TDOC-321)
- Updated engine to be compliant with OS X 10.7 (Lion)
- Added Visual Studio 2010 solution
- About screen updated to reflect new GarageGames staff
Fixes:
- Game no longer crashes when custom collision mode is used. Objects will not collide until the developer writes the custom collision code (TGB-527)
- GUI Editor no longer crashes when you try to add a control outside of the root control (TGB-542)
- Updated version on Start Page (TGB-523)
- Stopped open project loop (TGB-522)
- Updated about screen credits (TGB-521)
- GUI Builder: Adding a control outside the bounds of the top-level control causes crash (TGB-542)
- UTF character rendering is working again.
- Modified image map editor scripts to get Filter Pad and Filter Mode to recognize user changes. They were being ignored previously. (TGB-504)
- Missing memory function errors resolved by including <string.h> in profiler.cc
- Fixed duplicate sprite bug when loading a project (TGB-518)
- Added sourceRect serialization and deep copy to t2dScroller and t2dStaticSprite (TGB-490)
- Cleaned up the SourceRect feature for sprites and scrollers, filling out the missing sections and fixing the RectI conversion issues (TGB-490)(TGB-517)
- Object tree no longer auto-scrolls to the bottom when selecting an object higher up in the list (TGB-503)
- Debugging a project from Torsion works again (TGB-505)
- gamegameScriptsdatablocks.dso will now load without requiring the .cs equivalent to exist in the same directory (TGB-68)
- Visual Studio buttons in the editor have been updated to 2008 and 2010 (TGB-528)
- Modified window creation for OS X to stop it from opening too large
- Updated projects to use the proper output directories
- Community and forum links in Help menu now point to the correct locations (TGB-554)
- TutorialBase project now contains all the images and animations it needs to get particles working again (TGB-519)
- Added runBatchFile ConsoleFunction for OS X runtime. This allows the developer to run .sh batch files from the editor or game, but it is Mac only
- OpenFileDialog - custom cursor gets stuck on the button and does not show the hardware cursor (TGB-512)
Removed:
- Resolved compiler error with stripcache on OS X Lion. The code is not being used anywhere, so it has been deprecated (TGB-515)
- D3D mode for the editor. This is rarely used, if at all. No reason to have it, as OpenGL is the default and always works (TGB-509)
- Visual Studio 2005 solution replaced with Visual Studio 2010
About the author
Programmer.
#22
Ignore this one ^^^^^^^^^^^^^^^^^^^^^^^^^^
12/29/2011 (8:20 am)
just in case , it is still the same weither I update my projects or not still greyish/brown .Ignore this one ^^^^^^^^^^^^^^^^^^^^^^^^^^
#23
12/29/2011 (8:21 am)
that is a lot of work to do by hand , really a lot , any otehr way of handling it?
#24
12/29/2011 (8:26 am)
Michael it doesnt help , still no changes.
#25
1. Open the level in Torsion
2. Press Ctrl+H
3. Search for useSourceRect = "1";
4. Replace with useSourceRect = "0";
This will disable source rect for all the sprites in the scene. If they are using the same value for the source rect, you can repeat the process. Just replace the value with "0 0 0".
12/29/2011 (8:27 am)
@Vlad I - If you use Torsion, there is a quick way.1. Open the level in Torsion
2. Press Ctrl+H
3. Search for useSourceRect = "1";
4. Replace with useSourceRect = "0";
This will disable source rect for all the sprites in the scene. If they are using the same value for the source rect, you can repeat the process. Just replace the value with "0 0 0".
#26
12/29/2011 (8:31 am)
I dont have money , my trial expired, can I just have old Pro version 175. I upgraded 2 days ago to pro studio , there was only 176
#28
12/29/2011 (8:36 am)
btw useSourceRect is everywhere ="0";
#29
this is the only way it works.
What does SourceRect do?
Also after upgrading to ProStudio my product key disappeared in My products. Do i need it anymore ?
12/29/2011 (8:45 am)
ok I managed to replace it all to sourceRect = "0";this is the only way it works.
What does SourceRect do?
Also after upgrading to ProStudio my product key disappeared in My products. Do i need it anymore ?
#30
12/29/2011 (1:11 pm)
@Vlad - The product is under your studio page. Assign it to yourself and you can download it. Source rectangles allow you to manually set which region of an image will render in the scene.
#31
My App was rejected from App Store because It must have full screen mode!!!!
anyone can help me to resolve this issue?
01/24/2012 (1:07 am)
Based on this error: www.garagegames.com/community/forums/viewthread/129341My App was rejected from App Store because It must have full screen mode!!!!
anyone can help me to resolve this issue?
#32
02/03/2012 (4:50 pm)
Any news on what is in development for TGB? I'm very interested in a camera rotate!
#33
02/03/2012 (9:53 pm)
I would like future versions of Torque 2d to use the simplified file structure of iTorque.
#34
02/20/2012 (8:30 am)
This is an odd thing that happened when I downloaded the new version of TGB. A game I made for a class I had a bit ago the background images, the boss fish, and some other images are simply, gone. When I play the game, on my start screen the background images are gone as well. The game starts and all but this is a bit weird. When I opened the new version it looked for the last project I had opened and it told me that it was made with an older version do I want to update it to the newer engine. Sure, clicked OK and this is what happened. Now, putting the images in is fine and all but that was a lot of work. Any thoughts on why this happened?
#35
02/21/2012 (6:31 am)
I am tackling the full screen crash. When I have the resolution, I will post a fix directly in this forum.
#36
03/16/2012 (9:02 am)
1.7.5 doesn't work on Lion, so I would like to update to 1.7.6. But it takes a lot of effort as we have to merge all engine files updated by ourselves... Anyway, I need to know, if the full screen issue is already fixed in 1.7.6?
#37
03/16/2012 (11:31 am)
@Petr - I have posted a partial fix for the full screen crash. The post shows how to stop it from crashing, but more code needs to be written to make sure the correct display is used when an app goes fullscreen. This is only a problem on systems with multi-monitor hookups, but it has to be written.
#38
In the Reference > T2D Class Reference section. Why did you take out the expanders (spans) for everything in there ?
I personally found the ability to see a list of Methods, Callbacks, etc. in the left frame to be extremely useful. That's what I've been using to find out what methods are even available in Torque. Fortunately, I still have the 1.7.5 docs, but new people won't.
05/01/2012 (10:46 pm)
I have a question concerning the 1.7.6 Documentation. In the Reference > T2D Class Reference section. Why did you take out the expanders (spans) for everything in there ?
I personally found the ability to see a list of Methods, Callbacks, etc. in the left frame to be extremely useful. That's what I've been using to find out what methods are even available in Torque. Fortunately, I still have the 1.7.5 docs, but new people won't.
#39
07/14/2012 (2:54 pm)
Need help, installed 1.7.6 and it will not load. No error message, nothing! Please help.
Employee Michael Perry
ZombieShortbus