
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
- see: this thread
- 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
- see: this thread
- 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






