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Plan for Sam Bacsa
Plan for Sam Bacsa
| Name: | Sam Bacsa | ![]() |
|---|---|---|
| Date Posted: | Oct 05, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Sam Bacsa |
Blog post
TorqueDev Updates, and stuff ... fluffy bunnies!
Ahh yes, time to post another .plan.
I've made a lot of progress, and I'm happy with what's been accomplished thus far. I'd have screenshots, but most of the improvements are backend and don't make for good screenshots.
I've successfully implemented the ability to edit files which are not part of your project. I know this has been a frequently-requested feature, so it's now implemented. The lexers should now re-scan the project on each instance of it opening so that you'll be able to have the latest auto-complete information available to you. It will also scan files that you're actively editing.
As such, the project files will become significantly smaller, as they will not be storing autocomplete data any longer.
An immediate window has been added to debugging, where you can enter commands as you would for the console. They will be executed on the active frame (while in break mode).
Project templates are in the process of being implemented. These can be used by plugin writers to tailor new projects in a specific manner.
Mandatory activation has been removed and will only be required for access to the help network, creation and editing of Torque 2D projects, and for any plugins to function. You will still be required to register an account (but no need to activate any products) to download the program. This allows me to keep track of the amount of people using the software so I can tailor my development and roll out updates in an efficient manner. It also allows me to have a database of contact information should I need to send out notices of the discovery of major vulnerabilities (should any occur), or solicit for beta signups (opt-in only, of course), newsletters (again, opt-in), etc.
Completely re-designed the search functions to work better. It was really a hackup last time I did it. This includes the search in project stuff.
API is in the process of being enhanced. Getting rid of a lot of the structs and using translated collection classes instead.
Help file will also be ready to go by the final release (but not for Delta 6, which will be the final delta).
*******
In IGC news, I will not be able to attend, sadly. I hope to be there next year though :) Everyone who's going, have fun for me, eh? :P
Off-topic-ness: If you've got some spare time, why not balance the federal budget?
I've made a lot of progress, and I'm happy with what's been accomplished thus far. I'd have screenshots, but most of the improvements are backend and don't make for good screenshots.
I've successfully implemented the ability to edit files which are not part of your project. I know this has been a frequently-requested feature, so it's now implemented. The lexers should now re-scan the project on each instance of it opening so that you'll be able to have the latest auto-complete information available to you. It will also scan files that you're actively editing.
As such, the project files will become significantly smaller, as they will not be storing autocomplete data any longer.
An immediate window has been added to debugging, where you can enter commands as you would for the console. They will be executed on the active frame (while in break mode).
Project templates are in the process of being implemented. These can be used by plugin writers to tailor new projects in a specific manner.
Mandatory activation has been removed and will only be required for access to the help network, creation and editing of Torque 2D projects, and for any plugins to function. You will still be required to register an account (but no need to activate any products) to download the program. This allows me to keep track of the amount of people using the software so I can tailor my development and roll out updates in an efficient manner. It also allows me to have a database of contact information should I need to send out notices of the discovery of major vulnerabilities (should any occur), or solicit for beta signups (opt-in only, of course), newsletters (again, opt-in), etc.
Completely re-designed the search functions to work better. It was really a hackup last time I did it. This includes the search in project stuff.
API is in the process of being enhanced. Getting rid of a lot of the structs and using translated collection classes instead.
Help file will also be ready to go by the final release (but not for Delta 6, which will be the final delta).
*******
In IGC news, I will not be able to attend, sadly. I hope to be there next year though :) Everyone who's going, have fun for me, eh? :P
Off-topic-ness: If you've got some spare time, why not balance the federal budget?
Recent Blog Posts
| List: | 04/04/08 - A future in the game industry - Needing your advice 03/14/08 - PGP in your Facebook 10/30/07 - Long time no speak! And a bit of personal introspection 08/27/07 - Site Back Up - Sorry! 05/09/07 - Codeweaver x64 Bug Fixed 02/07/07 - Codeweaver Update - Major Bug Fix, Auto Updater, and SDK 02/06/07 - Codeweaver Final Released! 01/27/07 - Just checking in |
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Submit your own resources!| Jeremy Alessi (Oct 05, 2005 at 06:41 GMT) |
| Steve Kilcollins (Oct 05, 2005 at 14:19 GMT) |
| Neil M. (Oct 05, 2005 at 18:19 GMT) |
I ran into a small problem with torqueDev. I have my project imported. I added a file to one of the directories and I was lazy so instead of looking for the file, I just selected "Import Existing Directory" and selected my example folder again. I got one error dialog box per file. After I held down enter for 2 minutes it was fine.
Can you store the error messages in a list box and only report them when it finishes? (Like Visual Studio)
| Sam Bacsa (Oct 06, 2005 at 03:15 GMT) |
That's the plan ;)
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