Game Development Community

iTorque 2D 1.5 Final Release Notes

by Michael Perry · in iTorque 2D · 09/23/2011 (12:27 pm) · 31 replies

Fixes, Improvements, Deprecations and Known Issues


Deprecated

  • Deprecated Visual Studio 2005 projects
  • Deprecated source rects for t2dScroller objects
  • Removed redbook references from OS X editor build
  • Buttons on the toolbar that open Xcode and VS2005 are no longer present. These were outdated or non-functional.
  • Deleted simulator target and scheme for each project.
  • Removed support for .BMP files. This was causing a crash in multiple instances and is generally a bad format to use for iOS development. This resolves the crash from ITGB-139.
  • Removed the useless and confusing engine/compilers/Xcode_iPhone project
  • Removed Enable Use Network checkbox and backend variables. Torque 2D does not have true, GameKit networking support. The old socket network code is untested, undocumented and likely broken. This will eventually be replaced with GameKit. For now, it is confusing to even have a checkbox in the editor that no one uses or understands.

Improved

  • iTorque 2D credits and image now up to date
  • Added Visual Studio 2010 support
  • Game project files now use the .it2dproj file extension. This clearly separates 1.5 from Torque 2D and previous iT2D releases
  • Modified the editor so that it will not automatically delete an empty group if it is named iPhoneSet, iPadSet or UniversalSet.
  • Initial rollout appearance for Calculate Mass and Inertia is more intuitive. There is an inherent flaw in the system for hideable stacks, which could only be fixed through a month or two of refactoring the entire editor (ITGB-148).
  • Closing the Level Editor will no longer prompt you to save a GUI when you shutdown if you have already saved it. This resolves ITGB-115
  • Changed the window resizing code and pref exporting to stop the annoying editor resize on first run and project opening. This partially resolves ITGB-142
  • Updated documentation for build
  • Updated existing demos to latest 1.5 changes (ITGB-181).
  • Added behaviors to music player
  • Updated templates to used UAS fixes from the FeatureDemo
  • Updated files to include new copyright information
  • Removed extensions from strings for imageMaps
  • Hooked up HD checkbox in image editor
  • Renamed emptyProject to iphoneProject
  • When new t2dImageMapDatablocks are created, they do not save the file extension to the value stored in imageName. This is going to give us the flexibility we need to allow the engine to load the correct file based on user settings. Mainly, this will allow simpler prefix handling and compressed texture loading.
  • Added code to detect iPhone 4 retina capabilities, change OpenGL ES content scaling, render high rez and optionally load high rez images using a special prefix (can be changed accordingly)
  • Level Datablocks editor now allows multiple selection and deletion of datablocks in the right list
  • RainyDay updated to use improved input system (ITGB-181)
  • Remove many deprecation warnings (not all). Remove unavailable deprecated function calls and replace when necessary with Quartz calls for compatibility (beginnings of port from Carbon to Cocoa/Qtz)
  • Editor's _saveGameConfigurationData and _loadGameConfigurationData performs preference exporting/execution, instead of XML work
  • Reduced a decent amount of spam from the editor.
  • Added a new rollout in the edit tab when modifying an object in the scene called Alpha Testing. This exposes the new alphaTestValue for t2dSceneObjects. Setting this value to -1 will improve performance dramatically. If you set this to a value between 0 - 255, you should probably disable blending since you do not need both
  • Upgraded all examples to the new project structure.
  • Modified templates to use the new project structure
  • Cleaned up preference variables for both editor and game projects. The amount was shaved from about 70 down to 30.
  • Rearranged buttons in Project Manager tab to be more intuitive. Also, Open Xcode Project is now Open Mac Project
  • Moved the rotation check boxes to the same section as the orientation and device type. Rather than preprocessor macros, the user can control rotation of the view based on device tilting using these check boxes, which sets $pref::iOS::EnableOtherOrientationRotation and $pref::iOS::EnableOrientationRotation
  • IOSMotionManager class seamlessly switches between motion handler callbacks depending on the device. Accelerometer fully works again and gives both acceleration and gravity.
  • Hiding objects in the editor, without setting Visible or Enabled. Works via the mHideInEditor property, which is not exposed to script or saved as a field. It is toggled using the helper function setHideInEditor.

Fixed

  • Crash from VS in debug mode (ITGB-272)
  • Object physics are no longer affected by triggers ITGB-247
  • SimObject save bug on actual device. Save path now generates in a fashion to avoid the error. File saving tested and functioning properly. ITGB-209
  • A few Gui Controls now behave properly Images added to match profiles ITGB-122
  • GuiButtonCtrls now render properly. The profile and image were missing from projects ITGB-116
  • Last window resolution for the editor on OS X is now being saved and restored properly. Also stopped the window from creating above the top bar of the OS X desktop (ITGB-204)
  • Made changes to header references to use proper case-sensitive ( ITGB-212)
  • getRealTime() now returns the proper value (ITGB-159)
  • Edit Polygon button in the quick edit tab now opens the selected object
  • Resolved issue with Animation Editor not allowing double clicking of frames to append
  • Orientation code now correctly handles/ignores all cases
  • Orientation change now happens at correct angles ITGB-141
  • Portrait mode fixed
  • Users will now have greater control over rotation options and are provided with script callbacks for the four main cases, which may be overridden
  • Simple background tasking added, which resolves background errors/crashes like sgx error
  • setSourceTextCoords() now uses the ImageMapFrameTexture instead of SrcBitmap for Width/Height when using SourceRect
  • SourceRect now functioning properly ITGB-149
  • Bug where mouse dragging in GUI Editor palette did not work
  • Issue with project's not opening correctly on OS X when double clicking a .t2dproj file
  • InstantiateNamedSet(AchievementSet) was missing a semi-colon in simManager.cc
  • While working on Universal App Support, I stumbled across the bug that creates and extra common/commonConfig.xml. The wrong file path was being used when creating it, as it should be pointing at projectFiles/. Committing this change now before I forget, which resolves ITGB-126
  • 320x320 resolution bug that was a result of stupid copy paste mistake from last revision update
  • Fixed ITGB-265
  • Fixed saved config "if check" for template
  • Updated older demos to use 1.5 input and UAS code
  • Fixed multi-touch not working on retina devices (ITGB-248)
  • Fixed rotation settings not being saved to prefs file (ITGB-255)
  • Updated resolution handling to display the right camera/canvas on iPhone 4. The 480x320 resolution set should still be used for creating/setting sceneWindow2D and the canvas. The retina will be handled under the hood on the actual device.
  • Moved code that checks for iOS device into main.cs. It was being overwritten by prefs.cs in its previous location
  • Fixed build fail caused by const UTF* mismatch
  • Ported mounting fixes for ITGB-149, ITGB-147, ITGB-152 from Kyle's branch
  • Updated Universal App Support code to use new HD image loading
  • Updated art names to work with HD naming convention
  • Fixed issue where objects with iPhone 4 target where not showing up on the iPhone 4 simulator/target
  • Updated binaries and template scripts to use more functional Universal App Support code.
  • Fixed infinite loop code with level datablocks dialog
  • Fixed the MusicPlayerExample OS X build by including the OpenAL system framework
  • Finalized fix for script expando bugs related to "^game" being switched with "^project"
  • Fixed issue with particles not being loaded from the projectFiles/data/particles directory.
  • Removed absolute directory from preferences file ITGB-182
  • Fixed crash when creating a new level from the editor
  • Fixed crash when copying a new named set
  • Fixed crash when deleting an object that had been created using copy+paste
  • Made a small change to the preference saving code. I was manually growing the window to compensate for the last minute shrink, which I believe is a Windows only problem. I'm committing this to make sure it still works correctly on OS X
  • Fix ITGB-131
  • Fix project file for proper compile/debug settings (breakpoints now work properly, and project doesn't bail at startup)

Notes

  • Xcode_iPhone directory should now exist in each template, unique to the target. It is no longer a common folder (ITGB-169)
  • Removed all references to iDevice and replaced them with iOS
  • Changed default level variable to work with emptyLevel, not untitled
  • Replaced all instances of ^game with ^project in the editor scripts. This allows the editor to make use of the new project structure.
  • iTorque Game Builder no longer uses the commonConfig.xml file for project management. It will use the system/defaultPrefs.cs and system/prefs.cs files for each project instead.

Known Issues

  • ITGB-117 - Games deployed to 2G devices compiled under armv7 do not run.
  • ITGB-123 - Gui Editor Inspector does not auto update when adding a new control.
  • ITGB-200 - Unable to mount object to path when the object has its own mounted object covering it.
  • ITGB-205 - Memory Leak when PUAP_SCRIPT_CHANGE is not defined. C++ fix would be to convert the old hashtable structure from TGB back into iTorque 2D's Dictionary class.
  • ITGB-206 - Enabling PUAP_SCRIPT_CHANGE disabled deep script recursion.
  • ITGB-207 - getGameDataDirectory returns wrong path on device.
  • ITGB-208 - Resource manager cannot handle multiple files with same name, but different cases when ran on device. Work around making sure my files with the same name all use the same casing.
  • ITGB-232 - Stretched out sprite images on reopen of new project. Resolved by deleting the data in the user settings directory for the OS. (semi-rare)
  • ITGB-234 - Collision type RIGID doesn't always receive collisions with BOUNCE types. (semi-rare)
  • ITGB-239 - Animations will not load properly if they are in the level datablocks list before their necessary ImageMaps. Always make sure the ImageMaps are added first.
  • ITGB-243 - iTorque 1.5 Dynamic Field Icon to Add/Delete a field is not displayed (Windows XP, Vista, 7). Sporadic and non-harmful.
  • ITGB-249 - Under the scripting panel for an object, the editor automatically changes the casing of the name field if a function is already written for it.
  • ITGB-251 - Creating a project name containing a SPACE works fine, but breaks open xcode project buttons. Avoid names with spaces.
  • ITGB-256 - Setting rotation of object through script is not working properly if the object is mounted.
  • ITGB-257 - Scene tree does not refresh properly when copy/pasting objects. The change happens in memory, but the tree does not always update.
  • ITGB-260 - Non-convex polygons do not always fill properly (semi-rare)
  • ITGB-261 - Zooming out far enough in the editor causes it to lock up. This usually means zooming out by scrolling the mouse non-stop for over 20 seconds.
  • ITGB-262 - ImageBuilder background color picking only sets the color on drag, not on click.
  • ITGB-264 - Operations done on multiple objects at once do not always undo properly, and editor properties can become inconsistent between the group of objects and the individual objects.
  • ITGB-270 - Images with same name but different image will be first image loaded.
  • ITGB-273 - When adding and undoing a particle emitter or tile map, the undo does not remove it from the object tree Created. They are removed in memory, but the tree does not update.
  • ITGB-275 - Persistent Objects Disappear.
  • ITGB-280 - ImageMap Key Feature Not breaking up image correctly.
  • ITGB-281 - Movie player does not use scale and control parameters
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#1
09/23/2011 (12:27 pm)
I'm sure I'm missing something. It's tough to create a changelog out of 255 revisions, going all the way back to the first preview.
#2
09/23/2011 (12:45 pm)
Small list, but that's because the perceived effect of each fix is huge :)

Great work, guys. The editor is just getting better, and moving more preferences to script files will probably help keep it clean in the future.
#3
09/23/2011 (12:54 pm)
I got to play with it quite a bit recently and I have to say, it's pretty slick.
#4
09/23/2011 (1:13 pm)
I want SQLite support like in Corona
#5
09/23/2011 (1:20 pm)
@sysrat: That's easy to add :)

(My hourly rates for the community are reasonable ;)
#6
09/23/2011 (1:48 pm)
so, if it's easy, I hope that I will see this in new version...
#7
09/23/2011 (1:51 pm)
@sdysrat - SQLite is not in 1.5.
#8
09/23/2011 (11:46 pm)
Is this a sign that a release is approaching :)
#9
09/24/2011 (2:24 am)
WillI be able to open old iTGB project with 1.5 final?
#10
09/24/2011 (7:21 am)
@George - Maybe =)

@Andrea - Some porting will need to occur. Conor said he is working on a guide for the porting. I will contribute to it. Also, two new guides will be in the documentation. One of describes the new directory structure, the other talks about game flow and the scripts.
#11
09/24/2011 (8:58 am)
@Mich: Thank you for your answer I'm happy to see that iTGB project will work also on 1.5Final (with some tweek but it's not a problem) I really want to work with 1.5 I think that it will be the best 2D engine for iOS.
#12
09/25/2011 (8:26 am)
@Michael Perry - SQLite support is needed for games where you have to keep and use a lot of words. I can wait for 1.5.2 :)
#13
09/28/2011 (12:11 pm)
Updated original post with current known issues.
#14
09/29/2011 (6:35 pm)
I only see 1.5 preview 2 in my account.
#15
09/29/2011 (6:49 pm)
@Keith - The engine was just released about an hour ago. Check out the Official Release Blog
#16
09/29/2011 (6:50 pm)
@Keith
1.5 is a paid update, see Mich's release blog.
#17
09/29/2011 (7:06 pm)
@ Micheal, Scott,
Thanks guys, I found the release blog and did not read it all the way. But, I did upgrade woo-yoot :)
#18
09/30/2011 (7:03 am)
Is there anything we should look for when porting from 1.5 preview to 1.5
#19
09/30/2011 (12:13 pm)
A lot of changes happened between the Previews and the Final. Probably one of the biggest that you'll immediately see is that the game and script folder structure has changed radically. What you get is a much cleaner, leaner, more logical structure.
#20
09/30/2011 (4:51 pm)
Looks like a very solid update :)

I will invest the $29 as its relatively little cost although I am among the $500+T2D Pro users that already got a studio upgrade in the past.
I do this to find out if it really works (after waiting since launch on working multitouch and waiting for an eternity on universal binary support and now it happens in a pay upgrade - but I understand your situation especially with all the $99 licensees) as a chance for iT2D now that its finally GG again not IA which gives me hope that you are back to the trustability and professionality you were before IA dumped it :D
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