Torque Game Builder 1.7.5 Released!
by Matt Fairfax · in Torque Game Builder · 04/30/2010 (5:49 pm) · 49 replies
Grab it from your account page!
Improvements:
- Added Visual Studio 2008 projects and solution
- Made Con::evaluatef() safer
- Upgraded all Xiph libs to latest releases (Ogg, Theora, Vorbis)
- Upgraded audio system to use OpenAL 1.1
- Console now resets the function offset so the stack doesn't continue to grow unnecessarily
- Added Source Rect support to t2dScroller and t2dStaticSprite objects
- Added AlertYesNo dialog box support
- Added support ping-pong animations
- Added animation direction controls (ie. forward or backward playback)
- Support for non-unicode string buffers / t2dTextObjects
- Support for bilinear filtering on t2dTextObjects
- Support for integer pixel snapping on t2dTextObjects
- Support for 16bit image maps / textures
- Better checks / logic on particle saving in the editor
- Added outputting of bitmap name when a t2dImageMapDatablock is destroyed but still has references in order to help track down the other references
- SimSets can now have a class and superclass
- Added pointInRect() to RectF and RectD
- Minor modification to destroy resources rather than unloading textures during texture zombification
- Modified image-map so that it removes any bitmaps created during frame compilation
- randI and randF handle degenerate and inverted intervals
- TorqueGameBuilder.exe and TGBGame.exe are now DPI aware. (Per msdn.microsoft.com/en-us/library/dd464660(VS.85).aspx, manifest warnings can be safely ignored)
- Made the TGB window smaller on the Mac so that it won't be hidden by the top menubar
- Polish/cleanup pass on the documentation to make sure it is up-to-date
Fixes:
- Made ResManager::isValidWriteFileName() handle blank/empty filenames properly
- Updated all references to www.garagegames.com to www.torquepowered.com and removed any defunct links
- CodeBlock::exec() now protects against a NULL currentNewObject in OP_ADD_OBJECT
- AbstractClassRep no longer leaks field validators during initialization
- Made sure that the line buffer is terminated before using it in a string function in TelnetDebugger::processLineBuffer()
- Fixed a potential infinite loop in TSShape::fixupOldSkins()
- Made sure that Torque defines a proper set of delete operators to match its overridden new operators
- TiXmlDocument::Parse() now correctly handles a null result for LinkEndChild()
- GuiParticleGraphCtrl and GuiGraphCtrl ConsoleMethod's now correctly check against the MaxPlots constant when determining if a plotID is valid
- GuiMLTextEditCtrl::handleMoveKeys() no longer skips the final line when pressing the down or end key
- Zip entries are properly deleted if they are unable to be inserted into a ZipArchive
- Telnet debugger and console now properly protect against trying to use an invalid socket
- Unicode Win32 API handling fixed (affects all file I/O involving non-ANSI characters in file names)
- Several Theora video playback problems fixed
- Made sure all va_start()'s are properly matched with a corresponding va_end()
- Fixed memory leak in LangFile
- Added code to handle a NULL return from getOwner() in many of BehaviorInterface's functions
- Namespace::~Namespace() now properly uses dFree() for mUsage
- Fixed bogus delete/memory leak in loadObjectStream()
- Removed extra printf parameters from GFont::dumpInfo()
- TextureManager::loadBitmapInstance() now correctly checks to make sure the ResourceManager returned a GBitmap
- handleMasterServerListResponse() no longer leaks PacketStatus's
- GuiControlArrayControl::resize() no longer leaks memory in the form of the sizes and offsets arrays
- CTRL-Z no longer unintentionally deletes the contents of a GuiTextEditCtrl if it is done while dragging a mouse
- The UNIX version of Platform::isSubDirectory() now properly closes the directory in case a subdirectory doesn't exist
- Added better protection/tests for uses of dynamic_cast's
- Fixed several SnowLeopard/GCC4.2/XCode/OSX Build errors and issues.
- Fixing osx framework linking issues with OGG
- OpenAL OSX Framework issues with compiling linking *Broken Symlinks
- GFont destroying now decrement texture handles correctly
- Scripts are now correctly informed that no master server is found if that is the case
- Fixed a potential crash in the t2dSceneWindow picker
- Fixed a crash in GuiTextCtrl::setText() if the font is NULL
- Added missing PROFILE_END() in GuiCanvas::renderFrame()
- Fixed possible endless loop in the Windows FileDialog::setDefaultPath()
- Text in a GuiMLTextCtrl now correctly reformats itself on a resize.
- Memory is now freed when an audio profile deleted and streaming OGG stopped (torquepowered.com/community/forums/viewthread/96713 and torquepowered.com/community/forums/viewthread/53220)
- The mouse over graphic no longer used when the button is inactive
- Case is preserved when setting text on a button
- Fixed various collision-detection issues
- Fixed issue with referenced textures when image-maps were resurrected
- EventManager's isRegisteredEvent ConsoleMethod calls the matching C++ function
- GetScheduleDuration() and GetTimeSinceStart() now return the expected values
- GuiTextEditCtrl's selectAllText function correctly selects all text
- TGB more stable in regards to all window switching operations
- We now process the world-limits earlier during the update phase to make sure that tick-destination gets correctly updated when a world-limit collision occurrs
- Removed the problematic _WIN32_WINNT define so that TGB will compile cleanly on Visual Studio 2008
- Reordered the Xcode architectures so that it will default to i386 instead of ppc out of the box
- Made sure we aren't leaking memory from the dynamic_cast fix in DynamicConsoleMethodComponent::_callMethod()
Notes:
- Changed Xcode projects to use system OpenAL; dropped pre-configured support for OSX 10.4 in Xcode project (OAL does not ship with 10.4)
- Game Builder Torsion project renamed, and uses proper version of TGB 1.7.5 Tools.Torsion
- Dropped Windows 98 support
- Removed support for Visual Studio 2003
- Installers now remove the TGB AppData info since it was causing issues
- Removed the old collision-time separation clamping
Known Issues:
- Reloading a project may cause the toolbar to render improperly (restarting should fix this)
- Drag and drop for asset importing does not function on Macs
- Compiling in Xcode under ppc fails from time to time
- Selecting a config datablock does not fill in class fields
- Script-based File I/O outputs the to the GaragGames folder in the user's Roaming AppData
About the author
I am a Game Designer at PopCap who has worked on PvZ Adventures, PvZ2, Peggle Blast, and Bejeweled Skies. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.
#42
I have just installed TGB 1.7.5 and when I click on the .exe it flashes,then loads up:
http://www.torquepowered.com/products/torque-2d
Then closes it self down!
Also my levels from my last project with 1.7.4 are gone?
Could there be a conflict by having both 1.7.4 and 1.7.5 installed at once?
Any help would be great!
::EDIT::
The levels are not gone, what has happened their is that the .exe for the project has been corrupted.
Also I have re-downloaded 1.7.5 incase of a corrupted installer but the problem still persists.
06/27/2010 (6:14 am)
Hi,I have just installed TGB 1.7.5 and when I click on the .exe it flashes,then loads up:
http://www.torquepowered.com/products/torque-2d
Then closes it self down!
Also my levels from my last project with 1.7.4 are gone?
Could there be a conflict by having both 1.7.4 and 1.7.5 installed at once?
Any help would be great!
::EDIT::
The levels are not gone, what has happened their is that the .exe for the project has been corrupted.
Also I have re-downloaded 1.7.5 incase of a corrupted installer but the problem still persists.
#43
06/28/2010 (6:36 am)
Have you registered 1.7.5 with your ignition key? It sounds like it is treating itself like a demo and sending you to the buy page rather than as a registered application.
#44
10/17/2010 (12:24 am)
Any hope on the mac window size bug?
#45
You need to modify source code for macCarbOGLVideo.cc from
#define OSX_MENUBAR_OFFSET 90
to
#ifdef TORQUE_TOOLS
#define OSX_MENUBAR_OFFSET 90
#else
#define OSX_MENUBAR_OFFSET 0
#endif
this fixed all the issues.
10/18/2010 (3:00 pm)
As posted earlier by Matt, this code change fixed the mac size bug for meYou need to modify source code for macCarbOGLVideo.cc from
#define OSX_MENUBAR_OFFSET 90
to
#ifdef TORQUE_TOOLS
#define OSX_MENUBAR_OFFSET 90
#else
#define OSX_MENUBAR_OFFSET 0
#endif
this fixed all the issues.
#46
my problem is that this states that it added Added Visual Studio 2008 projects and solution
how do i get it to work with visual studio
10/30/2010 (11:31 pm)
Perhaps someone can help me set up my visual studio 2008 .my problem is that this states that it added Added Visual Studio 2008 projects and solution
how do i get it to work with visual studio
#47
I came accros one with pathing.
Controlling path in TGB is a bit buggy and limited.
For instance:
function Scorpion05::onLevelLoaded(%this, %scenegraph)
{
P4.attachObject(Sc5, 5, 1, 1, 0, "reverse", 0, true);
}
function ScPath04::onReachNode(%this, %object, %node)
{
if(%node $= 2)
{
P4.setSpeed(Sc5, getRandom(1, 5), false);
}
}
When object(sc5) is on node 2 it should reverse with new random speed , instead it stick to it and twitches.
In other words changing speed onReachNode only takes effect when the object automatically gets restarted on the start node, so thereby bug happens when you are trying to use REVERSE follow mode.
I also found on the forum that iTorque 2d had the same poblem but was fixed here http://www.garagegames.com/community/forums/viewthread/91819
Can we have it fixed in TGB too please, it is very powerfull for someone who uses paths. Thanks
11/05/2011 (11:10 am)
I hope this is the place where you submit bugs.I came accros one with pathing.
Controlling path in TGB is a bit buggy and limited.
For instance:
function Scorpion05::onLevelLoaded(%this, %scenegraph)
{
P4.attachObject(Sc5, 5, 1, 1, 0, "reverse", 0, true);
}
function ScPath04::onReachNode(%this, %object, %node)
{
if(%node $= 2)
{
P4.setSpeed(Sc5, getRandom(1, 5), false);
}
}
When object(sc5) is on node 2 it should reverse with new random speed , instead it stick to it and twitches.
In other words changing speed onReachNode only takes effect when the object automatically gets restarted on the start node, so thereby bug happens when you are trying to use REVERSE follow mode.
I also found on the forum that iTorque 2d had the same poblem but was fixed here http://www.garagegames.com/community/forums/viewthread/91819
Can we have it fixed in TGB too please, it is very powerfull for someone who uses paths. Thanks
#48
11/05/2011 (11:19 am)
@ Vlad I - To submit a bug you will want to create a new topic in the TGB forums. I am not sure if there is a proper format for bug reports in TGB but I would use the one from the T3D forums. The form allows them to track it and reproduce it easier.
#49
11/05/2011 (11:36 am)
thnx, I just found the Bug submission thread. I feel stupid can we delete my posts here ?
Torque Owner Tetraweb
Greg