Game Development Community

Torque 3D Community Edition Discussion Thread

by Kory Imaginism · in Torque 3D Professional · 06/06/2012 (11:03 am) · 347 replies

This thread can be used to discuss everything Torque 3D Community Edition related.
#201
07/29/2012 (6:02 am)
Not sure if Alfio wants branches or not, but if you right click on the folder, Tortoise SVN --> Branch / Tag..

And on that window, give the to path something meaningful. Like /unstable or something (as long as it isnt /trunk !)

give it a message, and select working copy.

(you might also need to check the switch working copy to new branch/tag checkbox)

That *should* do it...
#202
07/29/2012 (7:10 pm)
Normally with Tortoise SVN, you right click on the trunk your working on and select "ranch/Tag" from the menu.

You when select the To location eg. branchesTS_VM_branch

And select "Working copy" to create a new branch using your working copy of the trunk.

Hope that helps :-)

//Oh you beat me by hours! How didn't I see that :-/
#203
07/29/2012 (11:46 pm)
Standard practice is to put the branches in the /branches/my_branch folder (right next to /trunk). Here's a good guide, which brings up the important point that branches don't require extra storage in the repository. They're basically just a link to a specific revision.
#204
08/01/2012 (8:18 pm)
Alfio, are you going to commit the Recast resource, or should I?

I've created a new ticket for something I think should have happened a long time ago - making sure the standard set of console functions is available consistently across all classes. For example, we have a setPosition, but no getPosition. You can't use setVelocity on a Projectile. And so on. The same could be said of console-exposed members, to some extent: some classes have 'shapeFile' while others have 'shapeName' or just 'shape'. Thoughts?
#205
08/02/2012 (6:57 am)
Daniel, you can add yourself the recast, since it's your own work is perhaps the best idea.

For what concerns the various branches, i think that it is not a good idea to create. At the end you may have problems with the merge. Require more time and effort to go for a really functional merge. In practice it would be like to have multiple projects.

With the server at our disposal, we have no problems with the bandwidth, or disk space.

However, if you wish we can create the branches.
#206
08/05/2012 (1:47 pm)
@Alfio or someone else who knows this stuff.
I am testing the T3D Lite on the CE atm and want to commit it. But it features a new emitter, where do I add it to the world editor?
#207
08/05/2012 (1:50 pm)
@Alfio or someone else who knows this stuff.
I am testing the T3D Lite on the CE atm and want to commit it. But it features a new emitter, where do I add it to the world editor?
I got the script changes just don't know where to put it.
Should i just change it in the templates?
#208
08/05/2012 (3:58 pm)
@Lukas sorry, but i did not understand the meaning of the question. O_o

I think i missed something. What is T3D Lite?
#209
08/05/2012 (4:03 pm)
@Lukas: put the editor script changes in the tools module of the Full Template for the time being. The Full Template is the only project (so far) in which the tools and other scripts are being kept up to date.
#210
08/05/2012 (4:04 pm)
@Alfio Thats me babbling lol sorry, I mean't IPS Lite, the latest upgrade to the improved particle system. It adds a mesh emitter, so now we can set things on fire! :) Example
#211
08/05/2012 (4:08 pm)
@Michael, how do i add script changes to the project generator? Thought it only handled source?
#212
08/05/2012 (4:12 pm)
@Lukas you can use as reference the changes i made in revision 23, to add your Improved Particle System.

The changes in question:
tools/worldEditor/scripts/EditorGui.ed.cs

tools/worldEditor/gui/objectBuilderGui.ed.gui
tools/worldEditor/scripts/editors/creator.ed.cs
#213
08/05/2012 (4:14 pm)
Oh by module I thought you meant the tools module in the projectGenerator. O fine then will have it fixed and commited in minutes.
#214
08/05/2012 (4:25 pm)
Heh, I call it "module" just because the tools are simply a mod on top of the game... sorry about that.

But on the subject of the project generator I've noticed we're making use of it's module system to make some code modifications/additions user selectable. That does have the potential to cause issues if certain script changes try to use code that is excluded when a project is generated. Can't really think of a good solution for that though...
#215
08/05/2012 (4:28 pm)
@Alfio, it locked my account because I tried to guess my password >.> Can you unlock it?
#216
08/05/2012 (4:30 pm)
Mike, that question of modules for conditional compilation, must be better defined. Indeed it had my intention to add a variable to be exposed in the scripts side, to enable the new script code based on the existence of the variable.
#217
08/05/2012 (4:30 pm)
@Michael I think you can use the project Generator to define globals aswell which can include or exclude script snippets.
#218
08/05/2012 (4:33 pm)
Lukas, unlocked. I have to reset the password?
#219
08/05/2012 (4:35 pm)
I'm on irc currently
#220
08/07/2012 (3:12 am)
Okay, recast is up! We can maybe start thinking about adding a dedicated editor mode. Not sure how much time I would put towards it since it'd compete directly with Walkabout ;P. I also started a wiki page for us to discuss discrepancies in the console interfaces of various classes. Most of the serious discussion will probably have to happen here if we have serious disagreements, but I tried to incorporate some of that in the reporting format.