iTGB 1.2 Release Details
by Michael Perry · in iTorque 2D · 05/08/2009 (3:11 pm) · 63 replies
Release Announcement
iTGB 1.2 is now available in your account for download. We have changed the file format to .tgz to preserve symbolic links, file permissions, and general compatibility with OS X.
It is recommended that you remove any previous versions of iTGB or TGB from your machine for a clean working environment. Additionally, the following folders should be deleted before running iTGB 1.2:
Windows Users: C:Documents and Settings*Your User Account*Application DataGarageGames
OS X Users: User/Library/Application Support/GG
This will erase preferences and scripts referenced by the TGB editor, which could have been saved by an older version of the engine.
This version of iTGB was tested for compatibility up to 2.2.1 of the iPhone SDK. 3.0 testing has not occurred for this build.
Fixes
-Editor preferences now properly save
-Project settings (such as resolution) properly save
-Symbolic links and file preferences preserved
-New game projects inherit iTGB specific settings
-Each target has appropriate optimizations, with descriptions
-Automatic DSO generation works again
-Major optimization flags can now work independently or together
New Features
-MP3 support
-New Project Builder dialog
-Push to build for Simulator
-Push to build device*
-Multiple project management under 1 Editor and 1 Xcode solution
-Native OS keyboard support
*You must have your provisioning profile and Info.plist already set, otherwise you will have to rebuild each time you change these settings.
Bug Submissions
To be of maximum use to us here in the Garage, we need to have the following information included in your iTGB bug report :
Please post the completed bug to the iTGB Bug section, with the tag "iTGB 1.2 Bug" - followed by a clearly written brief description of the bug in the forum post title.
Next, follow up in the body of the post with :
1. A clear description of what you were trying to do when the problem occurred. Include reproducible steps if necessary.
2. The results you expected to have happen.
3. What actually happened? If you need to include any crash logs, etc. please feel free to do so.
4. Any relevant information such as compiler or OS version, etc. Use your judgment on this one... For example if you feel that it is a video related bug, please include your video adapter and the driver information.
5. If you have a fix for the bug - all the better. Post it in the body of post as well and enjoy the feeling of happiness that washes over you for your good deed.
We really want to try to have people stay away from posting multiple different bugs in the same thread or in any thread other than its own dedicated thread, to avoid having a huge thread that is too confusing to try to comb through. If we can keep all the bugs in the iTGB Bug section and keep each bug in its own thread, it will make it much easier to address them and get them logged into our internal bug tracker.
Documentation
Documentation will now be provided as a separate download. The link can be found in your account page, same as the engine itself. This zip file will contain the most up to date version of the documentation, and can be copied over whatever you have on your machine.
To keep up with documentation updates, post corrections, or provide general suggestions, please post here: Official Documentation Feedback Thread
About Updates
As you can see by this post and the bug submission guidelines, we are changing how we (the devs and employees) are interacting in these forums. Using the proper bug submission guidelines, we will be able to address any problems that arise.
We will be scanning the bug section of this forum and tackling each one based on priority and critical nature (show stoppers vs minor annoyance). As we address bugs, hot-fixes will be pushed ASAP. Updates will be posted in this thread with details.
Of course, the community factor is still highly encouraged. If you have a cool new feature or a bug fix, please post away.
The Next Big Update
Development is far from over. We are going to have an internal meeting to discuss the next big update for iTorque, develop a roadmap, and start planning the new features.
Obviously, 3.0 compatibility is the highest priority. We will be creating a new thread called iTGB 1.3 "Roadmap" (or "Planning") shortly to give you details.
The list of iTGB games is growing rapidly, and we hope to see more of your project succeed. Remember, we will do what we can to help you gain exposure via our Powered By iTorque Page, the forums, developer interviews, and newsletters.
Thread Unlocking As Soon As I Finish Writing
iTGB 1.2 is now available in your account for download. We have changed the file format to .tgz to preserve symbolic links, file permissions, and general compatibility with OS X.
It is recommended that you remove any previous versions of iTGB or TGB from your machine for a clean working environment. Additionally, the following folders should be deleted before running iTGB 1.2:
Windows Users: C:Documents and Settings*Your User Account*Application DataGarageGames
OS X Users: User/Library/Application Support/GG
This will erase preferences and scripts referenced by the TGB editor, which could have been saved by an older version of the engine.
This version of iTGB was tested for compatibility up to 2.2.1 of the iPhone SDK. 3.0 testing has not occurred for this build.
Fixes
-Editor preferences now properly save
-Project settings (such as resolution) properly save
-Symbolic links and file preferences preserved
-New game projects inherit iTGB specific settings
-Each target has appropriate optimizations, with descriptions
-Automatic DSO generation works again
-Major optimization flags can now work independently or together
New Features
-MP3 support
-New Project Builder dialog
-Push to build for Simulator
-Push to build device*
-Multiple project management under 1 Editor and 1 Xcode solution
-Native OS keyboard support
*You must have your provisioning profile and Info.plist already set, otherwise you will have to rebuild each time you change these settings.
Bug Submissions
To be of maximum use to us here in the Garage, we need to have the following information included in your iTGB bug report :
Please post the completed bug to the iTGB Bug section, with the tag "iTGB 1.2 Bug" - followed by a clearly written brief description of the bug in the forum post title.
Next, follow up in the body of the post with :
1. A clear description of what you were trying to do when the problem occurred. Include reproducible steps if necessary.
2. The results you expected to have happen.
3. What actually happened? If you need to include any crash logs, etc. please feel free to do so.
4. Any relevant information such as compiler or OS version, etc. Use your judgment on this one... For example if you feel that it is a video related bug, please include your video adapter and the driver information.
5. If you have a fix for the bug - all the better. Post it in the body of post as well and enjoy the feeling of happiness that washes over you for your good deed.
We really want to try to have people stay away from posting multiple different bugs in the same thread or in any thread other than its own dedicated thread, to avoid having a huge thread that is too confusing to try to comb through. If we can keep all the bugs in the iTGB Bug section and keep each bug in its own thread, it will make it much easier to address them and get them logged into our internal bug tracker.
Documentation
Documentation will now be provided as a separate download. The link can be found in your account page, same as the engine itself. This zip file will contain the most up to date version of the documentation, and can be copied over whatever you have on your machine.
To keep up with documentation updates, post corrections, or provide general suggestions, please post here: Official Documentation Feedback Thread
About Updates
As you can see by this post and the bug submission guidelines, we are changing how we (the devs and employees) are interacting in these forums. Using the proper bug submission guidelines, we will be able to address any problems that arise.
We will be scanning the bug section of this forum and tackling each one based on priority and critical nature (show stoppers vs minor annoyance). As we address bugs, hot-fixes will be pushed ASAP. Updates will be posted in this thread with details.
Of course, the community factor is still highly encouraged. If you have a cool new feature or a bug fix, please post away.
The Next Big Update
Development is far from over. We are going to have an internal meeting to discuss the next big update for iTorque, develop a roadmap, and start planning the new features.
Obviously, 3.0 compatibility is the highest priority. We will be creating a new thread called iTGB 1.3 "Roadmap" (or "Planning") shortly to give you details.
The list of iTGB games is growing rapidly, and we hope to see more of your project succeed. Remember, we will do what we can to help you gain exposure via our Powered By iTorque Page, the forums, developer interviews, and newsletters.
Thread Unlocking As Soon As I Finish Writing
About the author
Programmer.
#22
05/10/2009 (11:31 pm)
I think I'm moving past feedback and entering bug submissions now, heh... I'll post these and anything further as actual bug submissions rather than littering up this forum. :)
#23
05/11/2009 (11:11 am)
@Dave - Glad you are happy about most of the build. If you could, please post each individual problem in its own thread with the Bug Submission flag? That way we can address one by one.
#24
Another thing I noticed is that onUpdateScene() isn't called anymore. It works in iTGB but not on the iPhone. Is there a special setting that was newly added? (something like setUsesPhysics(true))
It was fine with v1.1
UPDATE: I'm going to mess around my code some more on the onUpdateScene() issue but #2 from Dave is still occurring and that's preventing me to use the Script builds.
05/11/2009 (4:28 pm)
I'm seeing #2 (from Dave's post) whenever I make a build with either of the targets that use Script.Another thing I noticed is that onUpdateScene() isn't called anymore. It works in iTGB but not on the iPhone. Is there a special setting that was newly added? (something like setUsesPhysics(true))
It was fine with v1.1
UPDATE: I'm going to mess around my code some more on the onUpdateScene() issue but #2 from Dave is still occurring and that's preventing me to use the Script builds.
#25
A big part of the functionality in my game depends on it, therefore I would prefer don't having to find a workaround...
05/12/2009 (2:40 am)
I'm having the same problem with the onUpdateScene() callback.A big part of the functionality in my game depends on it, therefore I would prefer don't having to find a workaround...
#26
05/12/2009 (6:15 am)
After I have integrated our game into 1.2, I also see the crash @ stringStack.h on line 246 (#2 from Dave's post). Plan to do some debugging today to see why that is.
#27
SceneGraph.UseUpdateCallback = true;
I had to set this to get the onUpdateSceneTick() callback called. One of the optimization flags (can't remember which offhand) disables it unless this value is set to true.
05/12/2009 (11:27 am)
@Enrico and Brian try adding the following to your script during startup (you need to either name SceneGraph in the TGB editor or get it somehow, I'm not a big scripter so named it for simplicity).SceneGraph.UseUpdateCallback = true;
I had to set this to get the onUpdateSceneTick() callback called. One of the optimization flags (can't remember which offhand) disables it unless this value is set to true.
#28
Now we just have to figure out that crash when choosing iTGB_Script (#2 from Dave's post)
05/12/2009 (2:00 pm)
@Bret: Thanks! Looks like that did the trick indeed!Now we just have to figure out that crash when choosing iTGB_Script (#2 from Dave's post)
#29
05/12/2009 (7:30 pm)
An idea for the documentation archive: Include the date in the filename.
#30
But no increase of the fps by the new Version :-(
05/13/2009 (12:39 am)
@Bret: Hey, that did it for me! Thanks.But no increase of the fps by the new Version :-(
#31
05/13/2009 (6:14 am)
@enrico yes the 1.2 release appeared to focus on usability, and while it didn't help me much other than project property saves, it was a great release for most script people. I'm hoping the 1.3 release focuses on performance improvements. However I doubt scripters are going to see a significant performance boost from iTGB for at least a year, and thats only if GG invests in JIT technology. Most of the improvements they can make relate to load times, batching etc to improve the ability to handle more graphic content. But script interpretation in that area will eliminate most of those benefits. More object support == more script logic to control them.
#32
05/13/2009 (11:38 am)
Michael, is there a full change list somewhere for 1.2? I can't seem to find it.
#33
You didn't mention giving us access to the built in keyboard? Did that not make it into 1.2? Also, did IMA4 compression make it in? I would love to see a full change list (hint, hint)! Also which parts of the docs have changed?
Thanks for all your hard work getting 1.2 out the door!
05/13/2009 (4:40 pm)
Hey Michael, You didn't mention giving us access to the built in keyboard? Did that not make it into 1.2? Also, did IMA4 compression make it in? I would love to see a full change list (hint, hint)! Also which parts of the docs have changed?
Thanks for all your hard work getting 1.2 out the door!
#34
Yes we all have to upgrade to SDK 3.0 per Apple to get games on the App Store. Any
idea on the iTGB update after 1.2 for this, so we will be in sync?
Appreciate the hard work all around at GG.
John Pop
Zidware, Inc
Chicago
05/27/2009 (6:30 pm)
Hi Michael. Yes we all have to upgrade to SDK 3.0 per Apple to get games on the App Store. Any
idea on the iTGB update after 1.2 for this, so we will be in sync?
Appreciate the hard work all around at GG.
John Pop
Zidware, Inc
Chicago
#35
05/28/2009 (5:28 am)
actually your app only has to run on OS 3.0, you can't submit any apps built with the 3.0 SDK until it is officially released (and out of beta status)
#36
You wanted more transparency, so you are getting it. You may have also noticed that I just went on a spree of bug logging and fixing. iTGB 1.2.1 is right around the corner.
05/30/2009 (1:56 pm)
On Monday, June 1st, I will be posting a new blog about iTorque. This will include an iTGB road map, plans for hotfixes, scheduling, and a few more nice details.You wanted more transparency, so you are getting it. You may have also noticed that I just went on a spree of bug logging and fixing. iTGB 1.2.1 is right around the corner.
#37
05/30/2009 (3:13 pm)
I figured the hotfix is close. Looks like a nice bundle of fixes are coming :)
#38
Great news, btw, any chance that you guys will include/expand the Multitouch/Swipe/Pinch resource by Dave and Justin for the hotfix so that I don't have to rebuild iTGB?
05/30/2009 (11:32 pm)
@MichGreat news, btw, any chance that you guys will include/expand the Multitouch/Swipe/Pinch resource by Dave and Justin for the hotfix so that I don't have to rebuild iTGB?
#39
05/31/2009 (1:05 am)
Since the code exists, it's safe to say it will be pushed into a 1.2.x build as long as it gets through QA first.
#40
06/01/2009 (5:10 am)
great to hear, thanks Mich!
Torque 3D Owner Ronny Bangsund
Torque Cheerleaders
Open the project package and edit the .pbxproj file. Remove the lines with "Michael Perry" in them (should be two).
Open the project normally, enter the project build settings and choose your name for both "Code Signing Identity" and "Any iPhone OS Device". Quit Xcode and open the project again. This usually fixes it for me.
I've seen #3 myself. No clue why it sometimes happens :/