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 These were outdated or non-functional.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
About the author
Programmer.
#22
I know you guys worked a lot on it and I''ve high hopes that this finally brings Torque and GG back to the standards under which TGE, T2D -> TGB -> T2D and TGEA 1.7 / 1.8 happened :)
10/01/2011 (9:37 am)
I hope I am going to like them too :)I know you guys worked a lot on it and I''ve high hopes that this finally brings Torque and GG back to the standards under which TGE, T2D -> TGB -> T2D and TGEA 1.7 / 1.8 happened :)
#23
10/02/2011 (2:06 pm)
Oh, there's an improvement that was left off the list. For the Windows installer, projects created by the user are no longer deleted on uninstall. The new installers removes only what was installed.
#24
Anyway again, good job guys!
10/02/2011 (3:16 pm)
I hope there will be fast fix for iTGB-280 - ImageMap Key Feature Not breaking up image correctly. I think that I am not the only one who use KEYING for most of the graphics...Anyway again, good job guys!
#25
I am also quite interested in how well multitouch integrates. I am also interested in iAds and in app purchase. Has anyone looked into that yet?
Oh and do I need a mac for this? :P
10/03/2011 (5:30 am)
I missed out on the friday chat time however am really pleased to see iTGB 1.5 out. I plan on trying it for my next project. I am with Marc as one of the old timers that got this for $500 + TGB... but as you can see I have faith, I didn't think twice about upgrading.I am also quite interested in how well multitouch integrates. I am also interested in iAds and in app purchase. Has anyone looked into that yet?
Oh and do I need a mac for this? :P
#27
10/03/2011 (9:12 am)
Thanks Scott! I know there was an earlier one in the forums that did not work so well when I tried it.
#28
So I bought the TGB Pro/ iTorque a couple years ago, started building something until decided I might be better off in Xcode. I see that there is this update and I'm wondering if it is worth upgrading. I was not sure if my license had expired (apparently it is as good as diamonds as someone mentioned). I was kinda expecting a free update since I have been hearing about this update a long time coming, but the price is nothing to really complain about and I appreciate the work your guys put into it.
Some of the updates have me interested in trying this again, but I think I'm going to see what the feedback looks like first.
Hey Henry, didn't you walkthrough and correct that TGB for teens a while back? If that was you thanks, you saved me from going nuts. An error at every turn! That book makes a great paperweight now.
10/05/2011 (5:54 pm)
Man I just happened to stumble onto the iTorque 1.5 update. That was the good news today, the bad news was Steve's passing (What the heck?!) So I bought the TGB Pro/ iTorque a couple years ago, started building something until decided I might be better off in Xcode. I see that there is this update and I'm wondering if it is worth upgrading. I was not sure if my license had expired (apparently it is as good as diamonds as someone mentioned). I was kinda expecting a free update since I have been hearing about this update a long time coming, but the price is nothing to really complain about and I appreciate the work your guys put into it.
Some of the updates have me interested in trying this again, but I think I'm going to see what the feedback looks like first.
Hey Henry, didn't you walkthrough and correct that TGB for teens a while back? If that was you thanks, you saved me from going nuts. An error at every turn! That book makes a great paperweight now.
#29
Is this correct?
If so, what other options are there? Am I able to set this to be working?
I implemented an SMTP client based around the TCPObject, got it working in the game builder's simulator, and come to find it does not work when I deploy because of this.
Sorry, I know this is way past the post date of this topic, but I need some means of doing this.
03/28/2012 (10:21 am)
So, according to these release notes, one cannot use TCPObject or HTTPObject on an iOS device or simulator.Is this correct?
If so, what other options are there? Am I able to set this to be working?
I implemented an SMTP client based around the TCPObject, got it working in the game builder's simulator, and come to find it does not work when I deploy because of this.
Sorry, I know this is way past the post date of this topic, but I need some means of doing this.
#30
Does anyone have a better explanation of the problem or, even better, a code patch! :)
Thanks.
03/22/2013 (11:17 am)
Quote: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.
Does anyone have a better explanation of the problem or, even better, a code patch! :)
Thanks.
#31
http://www.garagegames.com/community/forums/viewthread/133570
03/24/2013 (11:01 am)
Put a bug fix patch for ITGB-205 here:http://www.garagegames.com/community/forums/viewthread/133570
Employee Michael Perry
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