TorqueDev, a Free TorqueScript IDE - Delta 5
by Sam Bacsa · in Torque Game Engine · 09/15/2005 (8:15 am) · 47 replies
You can get TorqueDev here!
Since most people don't read .plans, I just wanted to let everyone know that the new Delta 5 release of TorqueDev is out.
If you don't know what TorqueDev is, or have heard of it but aren't quite clear on the details, TorqueDev is a fully-functional integrated development environment for the scripting language of the Torque Game Engine (TGE, TSE, and T2D).
- Virtual file structure
- Fully-customizable syntax highlighting
- Visual Studio-style multiple document interface
- "Infopop" quick function hints
- Intellisense-style auto-completion
- Integrated project explorer ala Visual Studio's "object browser"
- Export of syntax-highlighted code to HTML or RTF
- Full printing/print preview support
- Unlimited undo buffer
- Integrated configurable macros
- Bookmarking support
- Fully-integrated debugging
- ' Ad hoc breakpoints
- ' Step through, step into, or step over support
- ' Mouse-over variable contents display
- ' Scope-level variable listing
- ' Scope-level dynamic variable value assignment
- ' Conditional breakpoints
- Powerful regular expression search/replace
- Collapsable code regions
- Fully-featured software development kit so programmers can develop their own plugins
- Much more
- And best of all, 100% free!
More screenshots:


What's new in Delta 5?
- Fixed problem with tab switching causing exceptions
- Added pre-debug file execution
- Added conditional breakpoints
- Revamped breakpoint internals to be more efficient
- Added variable watch list
- Fixed the exit prompting to save project even when project is saved
- Added debugging controls to toolbar
Probably the most long-awaited feature is the new "pre-debug file execution". This feature allows you to run a list of programs before debugging is started. You can add batch files or EXE files to be run with parameters. Also, the Delete DSO feature has been added:

You can access this menu by going to Edit->Preferences and then clicking on On Debug Execute in the Debugger grouping of the General Preferences tab.
The second cool feature is the addition of conditional breakpoints. You can now specify some additional options for breakpoints and how they should execute. Conditional breakpoints show up orange, rather than the usual red, so that you know that those are special breakpoints.
Conditional breakpoints can be added by right-clicking on a breakpoint line and selecting Breakpoint Properties.

The final most-requested feature added is the Watched Variables listing. Watched variables are custom variables added to a listing which are queried during break mode. This is a separate listing from the usual variables view. This allows you to not only take that large variable listing and break it down to only the variables you're interested in, but also allows you to watch variables that aren't in the local scope (usually global variables or the like).

The update is available through the automatic update wizard and will be merged into the standard install package later today.
Any questions, suggestions, or comments are, of course, welcome.
You can get TorqueDev here!
Since most people don't read .plans, I just wanted to let everyone know that the new Delta 5 release of TorqueDev is out.If you don't know what TorqueDev is, or have heard of it but aren't quite clear on the details, TorqueDev is a fully-functional integrated development environment for the scripting language of the Torque Game Engine (TGE, TSE, and T2D).
- Virtual file structure
- Fully-customizable syntax highlighting
- Visual Studio-style multiple document interface
- "Infopop" quick function hints
- Intellisense-style auto-completion
- Integrated project explorer ala Visual Studio's "object browser"
- Export of syntax-highlighted code to HTML or RTF
- Full printing/print preview support
- Unlimited undo buffer
- Integrated configurable macros
- Bookmarking support
- Fully-integrated debugging
- ' Ad hoc breakpoints
- ' Step through, step into, or step over support
- ' Mouse-over variable contents display
- ' Scope-level variable listing
- ' Scope-level dynamic variable value assignment
- ' Conditional breakpoints
- Powerful regular expression search/replace
- Collapsable code regions
- Fully-featured software development kit so programmers can develop their own plugins
- Much more
- And best of all, 100% free!
More screenshots:


What's new in Delta 5?
- Fixed problem with tab switching causing exceptions
- Added pre-debug file execution
- Added conditional breakpoints
- Revamped breakpoint internals to be more efficient
- Added variable watch list
- Fixed the exit prompting to save project even when project is saved
- Added debugging controls to toolbar
Probably the most long-awaited feature is the new "pre-debug file execution". This feature allows you to run a list of programs before debugging is started. You can add batch files or EXE files to be run with parameters. Also, the Delete DSO feature has been added:

You can access this menu by going to Edit->Preferences and then clicking on On Debug Execute in the Debugger grouping of the General Preferences tab.
The second cool feature is the addition of conditional breakpoints. You can now specify some additional options for breakpoints and how they should execute. Conditional breakpoints show up orange, rather than the usual red, so that you know that those are special breakpoints.
Conditional breakpoints can be added by right-clicking on a breakpoint line and selecting Breakpoint Properties.

The final most-requested feature added is the Watched Variables listing. Watched variables are custom variables added to a listing which are queried during break mode. This is a separate listing from the usual variables view. This allows you to not only take that large variable listing and break it down to only the variables you're interested in, but also allows you to watch variables that aren't in the local scope (usually global variables or the like).

The update is available through the automatic update wizard and will be merged into the standard install package later today.
Any questions, suggestions, or comments are, of course, welcome.
You can get TorqueDev here!
About the author
#2
09/15/2005 (10:44 am)
Thx can't wait to get home and get it
#3
09/15/2005 (12:08 pm)
Kool! I think I'll get this. I'm currently using the last version and I'll think I upgrade.
#4
09/15/2005 (12:47 pm)
Just curious, but does this include support for T2D-specific TS?
#5
09/15/2005 (1:10 pm)
This is the best program i have used, thanks Sam. And i forgot to say thanks for the quick icon plugin you made... THANKS!
#6
@Teck Lee: Yes. You can create T2D projects and work with them, just like TGE and TSE.
@Andrew: No problem :)
09/15/2005 (1:25 pm)
Thanks for your comments, guys :)@Teck Lee: Yes. You can create T2D projects and work with them, just like TGE and TSE.
@Andrew: No problem :)
#7
Either way, this is a really cool thing you're doing. Everything looks all spiffy. I'm also really impressed with the professional look to the help documentation (those that I saw in your .plans). :)
edit: I'm a dumbass. I really need to start reading more carefully. Just noticed the T2D mention in your initial post. :p
09/15/2005 (1:33 pm)
So the syntax highlighting includes T2D-specific stuff then? Don't mean to be a pest or anything. :pEither way, this is a really cool thing you're doing. Everything looks all spiffy. I'm also really impressed with the professional look to the help documentation (those that I saw in your .plans). :)
edit: I'm a dumbass. I really need to start reading more carefully. Just noticed the T2D mention in your initial post. :p
#8
Thanks for the positive comments, Teck. Things are so expensive in the game development market: modeling tools, the game engine (face it, Torque isn't cheap, but it's the best solution for the price), art tools (like photoshop and the like), and so much more. Additionally, there are like absolutely no good scripting editors out there, so I set out to make one and I didn't want people to have to spend any more money than they already have. :)
09/15/2005 (1:49 pm)
@Teck Lee: Haha yes, T2D is included in syntax highlighting and everything. No worries :DThanks for the positive comments, Teck. Things are so expensive in the game development market: modeling tools, the game engine (face it, Torque isn't cheap, but it's the best solution for the price), art tools (like photoshop and the like), and so much more. Additionally, there are like absolutely no good scripting editors out there, so I set out to make one and I didn't want people to have to spend any more money than they already have. :)
#9
09/15/2005 (2:27 pm)
Finally got a chance to try this out, very nice :)
#10
When having text highlighted and then doing a search, or search in project, the highlighted text should automatically appear in the "Find what:" box. Having to copy the text, opening the dialog, and then pasting it is such a bore.
After having done a search in project and gotten a find results list - when clicking one of the results, the line that is opened in the source window really should be marked somehow. Like it's done in Visual Studio with a small arrow on the left side.
In the main toolbar, the "Save as..." icon should be replaced with "Save all", since that is used much more frequently.
CTRL+SHIFT+F should really be default for searching in project.
Otherwise, a very good editor!
09/19/2005 (2:08 am)
A few improvement suggestions:When having text highlighted and then doing a search, or search in project, the highlighted text should automatically appear in the "Find what:" box. Having to copy the text, opening the dialog, and then pasting it is such a bore.
After having done a search in project and gotten a find results list - when clicking one of the results, the line that is opened in the source window really should be marked somehow. Like it's done in Visual Studio with a small arrow on the left side.
In the main toolbar, the "Save as..." icon should be replaced with "Save all", since that is used much more frequently.
CTRL+SHIFT+F should really be default for searching in project.
Otherwise, a very good editor!
#11
Thanks again,
Sam
09/19/2005 (2:14 am)
@Joakim: Thanks for the suggestions. The "Find What" textbox is set to copy the text in the next release. I noticed this lack of functionality myself.Quote:After having done a search in project and gotten a find results list - when clicking one of the results, the line that is opened in the source window really should be marked somehow. Like it's done in Visual Studio with a small arrow on the left side.Consider it done.
Quote:In the main toolbar, the "Save as..." icon should be replaced with "Save all", since that is used much more frequently.Good point. I'll probably just add the icon instead of replacing Save As.
Thanks again,
Sam
#12
09/19/2005 (2:25 am)
So I finally got around to getting this set up, and, well... Wow. Just simply awesome. I'm loving the interface and all the little niceties. The fact that it's free is simply awesome. :)
#13
09/19/2005 (5:34 am)
Great program man thanks alot for the effort you have made for the community :0
#14
09/30/2005 (11:30 pm)
Thanks very much for this awesome torquescript IDE. I've been looking for a good one.
#15
09/30/2005 (11:48 pm)
Awesome ... BTW I have checked out all your .plans ;)
#16
10/01/2005 (2:45 am)
Awesome!!! Awesome!!! Thank you so much SAM!
#17
10/01/2005 (4:46 pm)
Jeffrey, Jeremy, and Broken: Glad I could help. Thanks for the comments :)
#18
10/01/2005 (7:51 pm)
I can't use it because the offline authentication doesn't work neither does the online one
#19
10/01/2005 (9:21 pm)
@Brian: The offline keygen server was offline for maintenance. It is back online now. Sorry for any inconvenience.
#20
This explains why I was struggling to use TorqueDev yesternight :-D
Anyway this tool looks promising, I give it a go again tonight. :-)
10/02/2005 (4:38 am)
@Brian: The offline keygen server was offline for maintenance. It is back online now. Sorry for any inconvenience.
This explains why I was struggling to use TorqueDev yesternight :-D
Anyway this tool looks promising, I give it a go again tonight. :-)
Torque Owner Unsung Zero