What's New?

Owners of Torque Game Builder can now download the 1.6.0 version from their My Account page! What's new in version 1.6? Read on to find out...

Engine & Tool
- File IO issues have been fixed, a doc explaining some of the changes and principles of it can be   found here
- Camera mounting jitter is fixed
- An issue in which a cloned object that had behaviors would not trigger its behaviors "onAdd"   and "onAddToScene" callbacks has been fixed
- Fixed a collision issue causing "walking through objects"
- Fixed various issues with the 'Tree View' based GUIs
- Project Templates can now specify resource includes
- Scene Editor will now properly dismount objects, paths, etc when deleting children and / or   parent objects
- Jumping mouse in Tiger fixed (Mac Specific)

Animation Builder
- The image browser will now display 'LINK' image maps
- The trash icon will now properly trash all animation frames

GUI Editor
- When saving a new GUI, the editor will now properly add the .gui extension
- When saving a new GUI, the editor will now remember the file name when re-saving
- It is now possible to select locked gui items, but still impossible to move or resize them
- Resolved some GUI object selection issues

Project Builder
- Company and product name entries
- Updates the game project's commonConfig.xml file with proper information
- Renames executable with the product name
- Updates game's window title with product name

Documentation
- Some "TGB Reference" description updates
- Syntax examples have been added to methods for t2dSceneobject in the "TGB Reference"
- Tutorials have had a compatibility pass

...plus a bunch of bug fixes (see below). Enjoy!


Torque Game Builder
Version 1.6.0
Released December 14, 2007



File IO Changes
  • Added setCompanyAndProduct console function
    • Takes two strings, (company, product)
    • This is a requirement to have in script
      • If using T2DProject template, this will be specified for them
      • see tgb/T2DProject/common/gameScripts/properties.cs
      • needs to be called as soon as possible, near beginning initial script execution
    • Make sure to edit commonConfig.xml to reflect your company and product when shipping
    • This function will populate the globals $Game::CompanyName and $Game::ProductName with the appropriate values

  • Added FileIOTest
    • contains simple file i/o tests

  • Removed the following console functions for games. These functions are only available to the tools.
    • getUserHomeDirectory
    • getUserDataDirectory
    • getPrefsPath
    • execPrefs

  • Renamed $Game::GameName to $Game::ProductName
    • This is a required change, make sure any game scripts reflect this

  • $Game::CompanyName and $Game::ProductName should be treated as read only values
    • use setCompanyAndProduct to set these values

  • Changes to exec for games:
    • will now execute scripts in both the Game Directory and the Application Data Directory
    • when executing a script, will look for both the raw (*.cs) and the compiled (*.dso) before trying the Application Data Directory

  • Changes to findFirstFile and findNextFile for games:
    • now works correctly :o
    • returns a file path relative to the Game Directory, eg: "my_mod/some_folder/my_file.ext"
    • usage: it is incorrect to specify a search pattern which has a wild card at the beginning of a full relative path
      • example:
        • incorrect: "*/my_mod/some_folder/*.cs"
        • correct: "my_mod/some_folder/*.cs"
        • correct: "~/some_folder/*.cs"

  • Changes to FileObject and SimXMLDocument for games:
    • will attempt to read from the Application Data Directory before trying the Game Directory
    • will now write only to the Application Data Directory

  • Changes to GFont:
    • will attempt to read fonts from the Game Directory before trying the Application Data Directory
    • will now write cached fonts to the Application Data Directory if the font doesn't exist in the font cache of the Game Directory
    • The TGB Editor will now, on level save, populate all fonts used for the level and dump them into the font cache of the Game Directory

Editor Changes
  • T2D Project Files version 1.5.1 and lower will be prompted to update.
    • This process will automatically copy over new /common script files for changes needed in 1.6.
    • This is required.

  • When saving a new GUI, the editor will now properly add the .gui extension

  • Updated the newEffect.eff object library effect file to use the base emitter values. This change was made to make the particle graph editor behave more consistently.

  • Fixed a problem with the 'Play' button causing a re-launch of the game

  • Fixed a bunch of problems with the 'Tree View' based GUI's

  • Animation Builder
    • The image browser will now display 'LINK' image maps
    • The trash icon will now properly trash all animation frames

  • The New Project overwrite prompt will no longer incorrectly overwrite files

  • The 'Save As' dialog will no longer display twice when saving

  • Project Templates can now specify resource includes
    • Needed for the Adventure Kit

  • Editor window title will now properly update when saving

  • Editor Options for the 'Scene Editor' tab can now be canceled properly

  • Can no longer use the mouse as a bind target in the Key Bindings options tab

  • Scene Editor will now properly dismount objects, paths, etc when deleting children and / or parent objects

  • The asset browser side-bar will no longer erroneously create objects when clicking between the asset browser and the scene view
    • You must drag and drop assets onto the scene view to create them

  • The Project Builder is now a little fancier
    • Company and product name entries
    • Updates the game project's commonConfig.xml file with proper information
    • Renames executable with the product name
    • Updates game's window title with product name

  • GUI Profiles are now deployed with the game template
    • There is a new guiProfiles.cs script file
      • All game gui profiles should now go in this file
      • GUI Editor will now look for and load these profiles

  • GUI Editor
    • All GUI's located in the game projects \game\gui\ folder will automatically be loaded
    • The editor will now only show GUI's that belong to the game in the drop down menu
      • If you are a source code owner and the tools are compiled with DEBUG, the editor GUI's will also be listed
    • The editor will now only show GUI Profiles that belong to the game
      • Must have a guiProfiles.cs script file in the game project directory
    • When saving a new GUI, the editor will now properly add the .gui extension
    • When saving a new GUI, the editor will now remember the file name when re-saving
    • It is now possible to select locked gui items, but still impossible to move or resize them
    • It is now possible to turn off 'IsContainer' for GUIControl GUI objects
    • Resolved GUI object selection weirdness

Documentation Changes
  • Descriptions have been modified for certain entries in the "TGB Reference"
    • behaviorComponent
    • behaviorTemplate
    • behaviorInstance
    • t2dTileMap
    • t2dStaticSprite
    • t2dAnimatedSprite

  • Syntax examples have been added to all functions/methods in t2dSceneObject in the "TGB Reference"

  • All Tutorials have had a compatability pass done on them and should work with this latest release, including:
    • Fish Demo
    • Fish Game
    • Checkers
    • Wack-A-Mole
    • All Feature tutorials

Mac Changes
  • Leopard and Tiger mouse jumping fix

Misc. Changes
  • t2d3DShape
    • setShapeRotation and getShapeRotation
      • The Editor will no longer change the rotational values as you edit them
      • getShapeRotation will no longer give changing rotational values if an angular velocity is specified and active on the shape
    • Added getShapeAngularRotation
      • returns the axis and angle of the angular quaternion which is modified by setShapeRotation and the current angular velocity

  • Collision Fixes

  • Camera
    • Fixed object stuttering when camera is mounted

  • When an object is cloned with behaviors the resulting object will now properly trigger behavior's onAdd and onAddToScene

  • Telnet Debugger
    • Fixed a case-sensitivity comparison issue

  • Animation Controller
    • Floating-point comparison fix in ::updateAnimation

  • Dynamic Fields
    • Saving dynamic fields no longer causes garbage to be written to the file