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Changelog
Peter Robinson edited this page Oct 27, 2015
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This page is dedicated to tracking changes that have been made to the official Torque 2D repository. This will be updated every time there is a push from the development branch into the master.
27 March 2013 Push
- ce0e10f: - Changed the poly list values used when creating a Quad in ShapeVector::setPolyPrimitive. The previous values were resulting in a render that was twice the size of the actual AABB. This should resolve https://github.com/GarageGames/Torque2D/issues/43
- 2532e1b: - Removing JointsToy that was pushed to the development branch prematurely. The toy is a WIP and will not be in the newest push to master.
- cda9658: - Updated DeathBallToy behavior collision to match changes to onCollision parameter list for behavior's onCollision callback.
- 008d0c9: Merge remote-tracking branch 'CharliesRepo/onCollisionChoice' into development Pull request: https://github.com/GarageGames/Torque2D/pull/48
- caba5a5: Added centerOfMass to createTargetJoint scriptbinding function
- 391bbcf: - Fixed bad particle asset reference.
- 91a64d6: - Removed redundant declared asset entry from the AquariumToy.
- 10f998f: - Moved some TAML constants to a central location.
- 8f4dc93: - Some minor future compatibility changes to FileStream/Stream. Really needs a good rework.
- 498a84a: - Some minor consistency changes to Taml.
- 3222365: - Implemented the stub "revolute joint" functions because they were so trivial.
- 0ed914b: - Fixed-up a recent bad merge and implemented stubs for missing functionality. The baton has been passed back now... :)
- b7d6167: onCollision version with parameters that are "backward compatible" with pre MIT.
- 4b54753: Merge pull request #47 from doodaddy64/development
- 2d03106: removed onCollision changes in Scene.cc by checking in -1 older version (for now).
- f540661: changed the behavior tutorial to include its own copy of aquarium.cs (less coupling) changed AquariumToy to get back its copy of aquarium.cs, which was moved to TropicalAssets experimentally.
- 8a3498c: Merge remote-tracking branch 'refs/remotes/upstream/development' into development
- 12b2089: - Minor formatting changes.
- 351b2f4: - SceneRenderState now refers to a SimObject as a render-host rather than a GuiControl.
- 3866170: Merge pull request #44 from lilligreen/laboratory
- b59bc38: - Fixed DealsDamageBehavior::onCollision in the DeathBallToy. It was missing a parameter. Collision should be working again. Should the parameter list be changed again, this function needs to be updated. - Added changes from pull request #32 (https://github.com/GarageGames/Torque2D/pull/32).
- 8410f1c: Merge remote-tracking branch 'refs/remotes/upstream/development' into development
- da62f08: Added a JointsToy WIP
- 4b0c66b: - WaveComposite now directly inherits from SpriteBatch and not CompositeSprite for demonstration.
- 965a156: fix for onCollision/onEndCollision - the parameters should have been and are now onCollision(this, other, details). they used to be onCollision(this, thisAgain, other, details)
- 88ee6ca: Merge remote-tracking branch 'upstream/development' into development
- 25925db: - Removed duplicate initialization from TamlWriteNode.
- 762ce2b: - Fixed a minor problem with WorldQuery when picking AABB on objects OOBB.
- 83ad121: - Added Scene "pickCircle" to WorldQuery. - Added "pickCircle" to "PickingToy". - Renamed some WorldQuery methods for consistency. - Added a "BlankCircle" asset for rendering simple colored circles.
- 3af94b7: - Forgot to set the PickingToy at defaults before last commit.
- 0e6a24a: - Added "pickRay" demonstrations to the PickingToy.
- e5cae7a: - Renamed "Colour" to "Color" for consistency.
- 48a784e: - Tidied the ShapeVector but this type needs some serious work, it's pretty lame.
- d62eb41: - Reduce the picking mode of "any" to mean OOBB & Collision in combination and not includ AABB and whilst AABB is very fast, it's also pretty specialized and would probably "get in the way" of typical picking operations in a gane.
- c63f333: - Removed extra line in script.
- b4d528f: - Added a CompoundObjectsToy to demonstrate the CompositeSprite in a simple compound-sprite mode with culling-off and batch-isolation on.
- dd5bdce: In the README, Torque2D.app should have been torque2D.exe for copying on Windows.
- ba75284: - Fixed bug which caused an exception when the CompositeSprite culling was turned-off. - Fixed bug where an assert was issued when an invalid CompositeSprite layout was specified.
- 559048f: - When retrieving the blend color from either a SceneObject or a CompositeSprite the raw color values are now returned by default however both methods have an optional flag to restore the previous functionality allow either a stock color or the raw-values as appropriate.
- 1d0030a: - Finished the WorldQuery. This is a breaking change! The old "Size" option for the Scene picking methods no longer exists. Now you have "Any", "AABB", "OOBB" & "Collision". The old "Size" option is analogous to "AABB". - CompositeSprite pick methods now pick the OOBB. - Updated the PickingToy to demonstrate the new changes.
- d16878f: - Removed a dead assets - Fixed some broken asset references - Added missing assets - Add a new GuiControlProfile - All above changes are leading up to a new toy that will allow a user to preview all loaded assets, similar to the old 3SS asset library. Still working on that, though.
- 71298e2: - The PickingToy now turns on/off the OOBB, AABB & Collision shape debug overlays.
- b9a9ad0: - Updated the PickingToy to show also show "pickArea()".
- be7d63b: - Fixed issue with WorldQuery when picking an area.
- 86eb812: - Added "PickingToy" to show the different types of picking modes. This toy only demonstrates "pickPoint()" but the alternate geometries of "pickArea()" and "pickRay()" work the same.
- 8cb2927: - Scene PickArea(), PickPoint(), pickCollision() & PickRay() now accept an empty string for the group/layer masks to mean "all" groups/layers. This is slightly better than having to use "-1" to mean all.
- 3c0acab: - Sandbox toys are now automatically added as an input listener on the SandboxWindow object therefore they receive direct input events without the need to use the messy "package" stuff. - Sandbox manipulation system is now an input listener of the SandboxWindow.
- c247357: - Added the ability to add/remove any SimObject as a listener of input events.
- e71d947: - There you go XCode, the space you insisted upon.
- fa14655: - Added Schema for ParticleAsset & ParticleAssetEmitter.
- 6cf0f59: Conflicts: engine/source/2d/core/SpriteBatch.cc engine/source/2d/sceneobject/CompositeSprite.cc
- cf538f0: Resolved Conflicts: engine/source/2d/scene/Scene.cc
- dc0053a: - Added Schema for ImageAsset explicit-mode cells.
- db8dd84: - Added Schema for CompositeSprite and all sub-sprites.
- 726c778: - CompositeSprite now only writes non-default fields for Default-stride/size/angle.
- 6cf6994: - Added reserved Taml fields of "Name" (normalized string), "TamlId" (positive integer) and "TamlRefId" (positive integer) to the Taml schema. - Removed redundant field from Taml.
- 9ec752e: - Shifted the Taml persistence of the CompositeSprite->SpriteBatch->SpriteBatchItem "down" a type to remove knowledge from the parents.
- 50d9c9c: - Taml now writes a relative schema location if "$pref::T2D::TAMLSchema" is set. Simply specifying the filename is relative to the executable. Using "blah/foo.xsd" is a sub-folder relative to the executable. - Taml now generates a schema using the global function "generateTamlSchema()" which now has no arguments as it uses the variable "$pref::T2D::TAMLSchema" for consistency. You will get a warning if this is not set and no schema will be written. - Added an empty "$pref::T2D::TAMLSchema" in AppCore default preferences.
- cde4e22: - Fixed bad default when writing the field SceneObject::PickingAllowed.
- 5ac3128: - Added behavior component schema (there are no engine types involved so it's an unrestricted schema). - Added some input assets for safety.
- bd366e3: - Schema uses attribute groups which drastically reduces the schema size.
- 0d5dddf: - Added support for ColorF & ColorI for both values and stock-color enums.
- 0312603: - Schema now uses schema xs:group to reduce the schema size by approximately half.
- 6f94774: - Added support for Scene.Preloads to schema.
- dbfae3e: - Added support for RectI, RectF & b2AAAA to schema. - Added support for Scene.Controllers to schema. - Scehema now adds static fields in reverse order so that root type is last.
- bd531f5: - Fixed script string corruption from "onCollision()" & "onEndCollision()" callbacks.
- 9d1e296: Merge pull request #37 from doodaddy64/development
- f961b49: renamed "templates" directory to "tutorials" renamed "baseProject" to "starterProject"
- f318812: updates to the baseProject template. You should now copy AppCore from the main project. Also, the readme has been markdown-ified.
- 7cf1fcd: fish in the AquariumToy need to collide with group 15 to hit the aquarium boundaries.
- 8f8aa85: Merge remote-tracking branch 'upstream/development' into development
- 4df1bef: udpated behavior (fish feeding) tutorial base. removed the modules TropicalAssets and AppCore as those should be grabbed from the main repo.
- 3abb46b: moved fish assets from AquariumToy to a new module TropicalAssets. This is so I can use the tropical Assets in other projects without the "sandbox" mechanizations coming along. It has been tested to make sure the sandbox still works. Specifically, AquariumToy now has a dependency of TropicalAssets.
- 2f1af0b: - Fixed XCode warnings.
- 250faa3: - Added support for AssetId to schema.
- 1505988: - Removed extra qualificiation as it isn't liked by XCode/AppCode.
- 8fc9e6b: - Added support for TypeEnum to schema.
- e8e9f27: - Fixed nesting issue for Schema.
- 78645db: - TAML schema (Added Vector2, Point2F, Point2I). - Dynamic fields now supported.
- 0392970: - TAML schema (dynamic fields are now supported).
- 1168e2f: - TAML schema (all SceneObject collision-shapes now added).
- 42b65a4: - TAML schema (adding SceneObject "polygon" collision shape) - Correctly this time.
- d542a43: - TAML schema (adding SceneObject "polygon" collision shape).
- 2e16ca5: - TAML schema (adding in custom TAML).
- 2a0b871: - TAML schema WIP.
- 32f5030: - Removed duplicate field.
- af7925c: - TAML schema WIP.
- 0290d91: - Added the ability to generate a TAML schema file using "GenerateTamlSchema( filename )". Adding field types shortly.
- fd84a94: - Removed duplicate fields.
- 717d3f0: guiButtonBase.cc removed by mistake
- af1b0bb: Merge branch 'development' of github.com:GarageGames/Torque2D into development
- acbe0fd: fixed typo for getRevoluteJointMotor
- 11ca2e3: - Added support to declare statically whether a type is a container of children and what polymorphic type is allowed. - Wired-up TAML readers to check for child compatibility. If not compatible then a warning is issued and the child is deleted. An example warning is "Taml: Child element 'SimObject' found under parent 'Scene' but object is restricted to children of type 'SceneObject'." > Scene does this by simply declaring the "Children" typedef (alongside the Parent typedef) and implementing itself as a "IMPLEMENT_CONOBJECT_CHILDREN(Scene)". > SimSet has children but it allows all SimObject which is the default so no change is required.
- c0b1bb1: Merge branch 'development' of github.com:GarageGames/Torque2D into development
- 273fc7b: - Fixed "getDebugOn()" to return all active options.
- 7ecec41: Updated ShapeVectorToy to use setPolyPrimitive instead of manual PolyList points
- 5bf60c9: - Removed redundant "AssetSnapshot" code.
- d098ff5: - Removed redundant "AssetSnapshot" code.
- 274ccf6: - Added the ability to specify assets to preload on a Scene.
- 0a365fb: Merge pull request #1 from GarageGames/development
- c913266: - Fixed a harmless warning from the asset-base.
- d578197: - Fixed a bug in "onEndCollision()" callback on behaviors.
- 6f8d3d9: - Corrected typo.
- 1d2918d: - Removed AnimationController and replaced with ImageFrameProvider. This is a move towards unifying frames as a source for Sprites where potentially you can have assets that are compatible i.e. ImageAsset and AnimationAsset both supply frames so can be assigned to the same field (say) ".Asset = 'blah'". It also means that you could have a "MovieAsset" that could also supply the same asset i.e. be able to assign an image, animation or movie to a sprite, scroller, GuiSpriteButton etc.
- 4a08b89: Merge branch 'development' of github.com:GarageGames/Torque2D into development
- 36b7b39: - Fixed-up the collision-groups in the TruckToy.
- fc9497e: - New custom format for behavior connections to make it easier to configure.
- 4d397f4: - Scene joints now use S32 and not U32. This is consistent with returning (-1) when an error occurs.
- e1693a2: - Added "Scene.Create( type )" which creates a SceneObject-derived type, registers it and adds it to the scene in one operation.
- db76a6d: - Made the class-rep case-insensitive.
- 6de480a: - The "onAdd()" and "onRemove()" callbacks are now processed by SimObject meaning each derived-type doesn't have to do so. - Changed the NSLinkMask to a useful default.
- 17b5f9f: - Added some string-formatting safety on OSX & iOS. This stuff needs a serious clean-up however.
- b8cf083: - Removed debugging code accidentally committed.
- c6056ab: - Fixed field sub-component evalulation to be safer for string formatting. - Using the safer "vsnprintf()" rather than "vsprintf()" for string formatting operations.
- aa5da47: - Fixed up some formatting issues only.
- 4713c43: - Fixed bug in "SceneObject::setCollisionAgainst()" which was incorrectly merging the opposing objects collision-masks and not the scene-masks.
- abf7a76: Merge remote-tracking branch 'refs/remotes/origin/development' into development
- 6db2661: - Changed the contact filter so that the contact rules is now such that a contact occurs if either A is configured to contact B OR B is configured to contact A. Previously both conditions (AND) were required which caused undue configuration. - The contact rule above now also determines if an object gets a direct callback i.e. "onCollision()" and "onCollisionEnd()". To receive a callback you still need to have "CollisionCallback" set to true but if it is then the object only gets it if its configuration could cause a contact. This means that if, for instance, A was configured to collide with B but not B with A then A would get a callback but not B. Again, A would only get a callback if it had turned-on the collision-callback flag. Also note that if a contact is made then the "onSceneCollision()" and "onEndSceneCollision()" is always called. - Updated the existing toys to take advantage of this improvement.
- acfa1eb: - Now when setting collision-groups or collision-layers you can use "off" or "none" to mean no collision groups/layers and "all" to mean all groups/layers (default). If using the methods "setCollisionGroups()" or "setCollisionLayers()" then you can omit any arguments which means "all" groups/layers.
- 576d866: - Added instructions and template code to export ImageAsset files directly from Zoptex (http://www.zwopple.com/zwoptex/)
- 8c8dad8: Merge branch 'development' of github.com:GarageGames/Torque2D into development
- ea531dc: - Stopped the GuiControlProfile from attempting to load-up an empty bitmap name. The GUI system needs nuking from orbit, it's the only way to be sure.
- 654a15f: - Added in a check to see if the distance of an object from the controllers position is near-zero. If that's the case then ignore the object as it's effectively reached its goal. This stops a bad NAN calculation.
- 85e5723: - Updated the PointForceController to set the controller to track the planetoid (even the planetoid doesn't currently move).
- 0ca6d7b: - PointForceController now has "setTrackedObject()" and "getTrackedObject()" to force it to track that SceneObjects' position. When tracking an object, the "setPosition()" is used as a tracked-object local-space offset i.e. a position of (0,0) is at the tracked objects center but (1,0) is 1 world-unit along the objects local-space X-axis (including angle).
- 28beb53: - Added composite experiment.
- 42ad3aa: - Added a toy category to the Sandbox of "Experiments".
- c5afb9a: - Add support for user-data pointer on SpriteBatchItem. Useful when associating a sprite with some custom structure in C++.
- 1ca09dd: - Fixed bad formatting and warning under VS2010.
- 5b63432: - Added batch-query tree initialization during simulation add instead of constructor making it possible to supress its usage in derived types. - Fixed SpriteBatchItem problem updating local transform.
- a4ecc2f: Merge remote-tracking branch 'refs/remotes/origin/master' into development
- c08572b: - Fixed SpriteBatch problem when turning-off the batch culling.
- ce1e7f0: - Fixed module manager recursion issue when not scanning at root-path only.
- e1982f3: First check-in of "FishTutorialBase" template which will be used for the behavior tutorial. Note that it duplicates some resources from "AquariumToy" but the total size is small and I would like the beginner to use this template as is, and not have to import things.
7 March 2013 Push
- 82eea09: Merge branch 'development' of https://github.com/doodaddy64/Torque2D into development
- 6211546: cleaned up a couple of lines of no main consequence. But you want to get the template game right!
- 226253a: Start the idea of a "templates" directory. Attempt one at a very clean and simple empty or "BlankGame"
- 7e37d41: fixed typo in asset file
- 61969f9: The ParticlePlayer now has a "TimeScale" option to scale time. This gives it: > TimeScale > ForceScale > SizeScale > EmissionRateScale
- 6e16b37: - Added the ability to acquire a public asset as a private asset. This would allow you to acquire an asset, assign it to anything that can consume it and tweak the asset in realtime.
- 99703ab: - Added consistent "copyTo()" (cloning) functionality to AssetBase and all existing asset types. The ParticleAsset was already wired-up correctly.
- 51853a6: - Renamed the module declared assets method: > addDeclaredAssets() is now "addModuleDeclaredAssets()".
- a9d0fde: - Reduced the verbosiry of a few asset manager methods: > addSingleDeclaredAsset() is now "addDeclaredAsset()" > removeSingleDeclaredAsset() is now "removeDeclaredAsset()".
- 4e9a65d: Merge remote-tracking branch 'refs/remotes/origin/development'
- 2176e2f: - Turning-off auto-spawn in the PoitnForceControllerToy now stops the timer that produces the asteriods.
- b702ddb: cleaned up various tests
- 7041c63: Merge branch 'development' of github.com:capnlove/Torque2D into development
- 6a12bc9: Merge remote-tracking branch 'refs/remotes/origin/development'
- cd46a99: - Allow asteroid density from 0.1 to 10 in steps of 0.1.
- 16d1084: Merge branch 'refs/heads/development'
- 8995a9f: - Update BuoyancyControllerToy to better show off the features of the controller.
- cf2c6a9: Merge remote-tracking branch 'refs/remotes/origin/development'
- 55a0eed: - UpdatedPointForceControllerToy to allow negative forces.
- 801cb07: - PointForceController now supports negative force again (repulse).
- 8c0bcda: - Asteroid lifetime now set the same as the asteroids.
- 0f4f1ec: - Final tweak to PointForceControllerToy.
- c0ae705: - Updated the PointForceControllerToy to better show its features.
- 160f374: - Changed the explosion so it can be orientated to the particle player.
- 9259322: - Performance increase for PointForceController.
- 2b3337e: - Removed commented-out code from CollisionToy.
- 26f40f1: - PointForceControllerToy now doesn't add objects to the controller as this is redundant. - Set the point-force controller to defaults for the toy (for now use linear force).
- 793688c: - The PointForceController now has the ability to use both linear and non-linear force (approx inverse-sqaure law). It also now has both a linear and angular drag feature for simulating drag friction i.e. atmosphere etc. - Added missing method script-bindings.
- 34530b0: - SpriteBatch now returns both sprite-size and sprite-stride by reference rather than value.
- a3a7af4: - Added "getReciprocate()" method on Vector2.
- fd2a927: - Added Vector2 VS2012 visualizer.
- 7414643: Merge remote-tracking branch 'refs/remotes/origin/development'
- a99d2bc: - Toys now correctly call the parent package for touch events so manipulation continues to work.
- bf09573: - Now when touching the composite sprite in the CompositeSpriteToy it deletes the sprites under the touch point.
- fe0ddd5: - CompositeSprite picking now correctly using local-space and not world-space. - Fixed bug in SpriteBatch when removing a sprite but not removing it from the internal hash-table.
- 60fb8ec: - Added first pass of picking for CompositeSprite. This is limited to sprite AABB until I can get some time to share the fixture (collision shape) set-up between it and the SceneObject.
- d418fff: - Fixed bug in WorldQuery where a SceneObject was being passed to the query results as opposed to a WorldQueryResult.
- 420e9af: - Fixed warning under VS2010.
- 104b924: - Fixed warning under XCode.
- da2c9f0: - Minor performance improvements.
- fe9cbd1: - Added TruckToy option for rotating the camera.
- 5fc4614: Merge remote-tracking branch 'refs/remotes/Magtheridon96/patch-3' into development
- 99e3b5d: Merge remote-tracking branch 'refs/remotes/Magtheridon96/patch-2' into development
- 2cb6333: Update rectClipper.cpp
- 6be76de: Update hashFunction.cc
- 6c675d7: - After a discussion on usability the following changes have been made: > All SceneObject and SceneObject-behavior collision callbacks are named "onCollision()" & "onEndCollision()". > All Scene and Scene-behavior collision callbacks are named "onSceneCollision()" & "onEndSceneCollision()".
- e37efae: - Updated the MultiWindowToy to show optionally rendering specific Scene Layers as well as mounting to an object using rotation.
- 474d803: - Moved the background color from the Scene to the SceneWindow. This seems more appropriate, especially in a multi-window environment where you want to potentially clear the "camera" view rather than clearing the Scene itself. - Reverted the Canvas to default to clearing itself. - The Sandbox now changes the Canvas color and not the SceneWindow.
- eeb6156: - Added a MultiWindow toy that demonstrates using more than a single SceneWindow GUI control.
- a4bdef3: - Turn-off the canvas background clear as it's not used by default.
- 3e74e7c: - Fixed scene color-clear clipping bug. - Added a reference to the GUI control in SceneRenderState.
- af8c063: - Changed the rules governing the ImageAsset filter mode. Now, the "FilterMode" on an ImageAsset actually overrides anything set for the global filter mode. The global filter mode i.e. "$pref::T2D::imageAssetGlobalFilterMode" is now specified as a default. If that isn't specified and a filter-mode on an ImageAsset isn't specified either then the default is to use "Nearest" filter mode.
- b406e7d: - Fixed bad commit. Didn't notice it hadn't compiled, sorry.
- 1b29221: - Add a "CollisionToy" that shows basic collision including extracting a single collision point.
- 69946be: - Exposed the flag that controls whether a SceneObject is allowed to be picked or not. - Removed the redundant "ignorePick" dynamic field in the Sandbox manipulation script. - Removed the obsolete SceneObject "attached to path" functionality.
- a5a1eec: - Fixed bad asset.
- 00814cd: - The "Scene::onCollision()" and "Scene::onEndCollision()" (mutial object collision callbacks) only get called when both objects involved have their collision callback active which hasn't changed however now the "self" collision callbacks on both SceneObject and their behaviors are called when the respective SceneObject has its collision callback active i.e. it does not require the other objects (the object it's colliding with) to be active.
- 26d11c7: - Fixed bad callback argument format.
- e495b16: - Minor performance increases. This behavior needs rewriting really, it's pretty terrible.
- 7ef34e5: - Added "onSelfEndCollision()" changes as well for the special-case collision callbacks.
- cf2ae84: - Rather than the Scene raising "onCollision" (which has a short-form for its arguments) for both SceneObject or its behaviors, I've decided to name this "onSelfCollision()" to indicate the different arguments passed i.e. the object itself (self) isn't referred to. Personally I don't like this short-form callback but I can see how it's handy.
- 8702dc6: - Modified toy behaviors to use "onCollision" rather than "handlesCollision" which is jusy confusing and inconsistent.
- 371bf72: - The Scene now performs both "onCollision" & "onCollisionEnd()" callbacks on itself (or its behaviors), the scene objects (or their behaviors).
- e1d8626: - Added ability to force the texture manager to upload the bitmap to a texture again.
- 21255aa: - Added the ability to unregister a module. This isn't used very often but has been used in the past for game-project templated modules.
- 47acd66: - Removed "findLoadedModule" which has limited utility and was original for 3-Step Studio.
- 76d5cda: - Minor changes to the documentation in the "ModuleDefinition" type.
- fd12f42: - Removed both "Published" and "Purchased" which are 3-Step Studio specific fields related to its web-service.
- cc20c80: - Utilized some of the new string accessors.
- 5330558: - Added/Modified support for string-word accessors of "XYZW", "RGBA", "Width", "Height", "Count" & "_".
- 01ab6b2: - Exposed the object count for FrameTemp.
- 7cb605a: - Removed SceneObject "getPositionX()" and "getPositionY()" as it can be replaced in script with field components of ".position.x" and ".position.y". - Updated the toys that use it.
- 18240c6: - Fixed typos in module-Id update visitor.
- 88239a0: - Updated VS2010 with recent scene-controller changes.
- 7ed1f79: - Reorganized controllers into a picking/grouped hierarchy. - Renamed the ConstantForceController to AmbientForceController - Added Script-Bindings for controllers. - Buoyancy controller is now a picked controller and is specified by area.
- bf1b1b2: Merge branch 'development' of github.com:GarageGames/Torque2D into development
- b015f1f: - Added a blank image asset which can be used to color-in areas.
- 7bc97e4: - You can now call "createPolygonBoxCollisionShape()" with no arguments which will create a box using the objects current size.
- bfcbc32: - Changed Buoyancy controller to be area based. It currently still only uses objects you tell it to but that's easy to change. Need to change the BuoyancyControllerToy art to show a region. - Modified the debug-draw to not use the b2Color. Still need to expose the selected debug-drawing colors to the scripts and try to use stock-colors for the defaults to make it easier. - Modified how TypeVector2 works. - Added more string-based utility to Vector2.
- d7e7ea1: - Removed obsolete configuration.
- 065770c: - Removed obsolete "TypeT2DVector".
- 8fe818e: - Removed obsolete "behavior()" method.
- 703ddbf: - Fixed Scene background color bug where it wasn't clipping the SceneWindow control region resulting in the whole back-buffer color being cleared. Thanks to Chris Haigler for reporting this here: http://www.garagegames.com/community/forums/viewthread/133271 - Restored the Sandbox setting the Scene and not the Canvas background color when selected.
- 85e98ad: - Removed the default preferences as this is a duplicate of the one that was recently moved to the "AppCore" module.
- 9c74393: Merge branch 'development' of github.com:GarageGames/Torque2D into development
- 9325427: I didnt do it
- d8ef4b8: - Removed debugging code accidentally pushed.
- b637760: - Use the canvas background color instead of the scene background color until I can sort out the clipping.
- ca172e3: - Added a Vector visualizer for VS2012. Renamed the previous AssetPtr visualizer for consistency.
- 094e9f5: - Added the first VS2012 visualizer for the AssetPtr.
- d88cb5d: - Fixed the texture packer exporter (removed the obsolete "# "token) and turned-off trim support.
- aed4839: Merge pull request #24 from pchan126/feature/template_vector
- 2e230e4: - Fixed issue#28 where a specified sprite name was not assigned. Additionally this is now assigned during a Taml read operation. (https://github.com/GarageGames/Torque2D/issues/28)
- 74fef07: Merge branch 'development' of github.com:GarageGames/Torque2D into development
- c295377: Merge remote-tracking branch 'refs/remotes/origin/development' into development
- 0b6914e: - Fixed XML writing of custom SimObject.
- b8ba405: - Removed unused variable.
- 101bf8e: - Removed lvalue const-cast.
- 0fda06d: Merge pull request #27 from MelvMay-GG/development
- a1a0e52: - Taml serialization WIP.
- 947ef47: - Taml serialization WIP.
- de68be8: - Taml serialization WIP.
- 33be5e8: - Taml serialization WIP.
- e5ca28f: - Added a new module named "AppCore". This is the new entry module that gets loaded at the start, instead of Sandbox. This module contains the bare minimum required to run Torque 2D and present a blank window. Once it is loaded, it will load a module group named "gameBase".
- 0f96d84: - Taml serialization WIP.
- 8ef8090: - Taml serialization WIP.
- 5c475e8: - Taml serialization WIP.
- 8a4a6b7: - Taml serialization WIP.
- 67ca3cc: - Taml serialization WIP.
- 5aea3bc: - Taml serialization WIP.
- 6e7aa14: - Taml serialization WIP.
- a4800c6: - Taml serialization WIP.
- b2b91f5: - Taml serialization WIP.
- bd2bd46: - Taml serialization WIP.
- 44627ee: - Taml serialization WIP.
- 2658898: - Taml serialization WIP.
- 5a3b2a4: - Taml serialization WIP.
- bad3674: - Taml serialization WIP.
- e96a676: - Taml serialization WIP.
- d15faaa: - Taml serialization WIP.
- 7deab1c: - Taml serialization WIP.
- a6d900e: - Taml serialization WIP.
- 72ec97d: - Taml serialization WIP.
- 9d273f3: - Taml serialization WIP.
- d7182c4: - Start of controller Taml work.
- 39961aa: - Fixed typo in "MoveTo" script binding. Thanks to https://github.com/FastredB
- 7e9a99e: - Allow magnitide in constant-force toy to go to zero.
- d3ef337: - Fixed typo.
- 4bb237a: - Changed the position of the boundary collision plane to stop the objects from going under the toolbox buttons.
- 54c9074: - Minor incorrect-comment change.
- 6838e5f: Merge branch 'development' of github.com:GarageGames/Torque2D into development
- 2ee91a0: - Update point-force toy with better defaults.
- d74f84c: - Point-Force controller now checks distance to object centroid for quick radius check.
- 7cef2de: - Point-force controller toy WIP.
- 1730e31: - Fixed wrong type in Point-Force field.
- b25f6cc: - Added "controllers" debug option to Sandbox tools.
- 8cbae47: - Scene controllers WIP.
- b493b44: Merge remote-tracking branch 'refs/remotes/origin/development' into development
- adb21e8: - Update the Buoyance and Constant-Force controller toys.
- 5380d42: - Adding controller to XCode.
- 2a89644: Merge remote-tracking branch 'refs/remotes/origin/development' into development
- 2ffdd5a: - Renamed "AttractorController" to "PointForceController".
- 94b5f64: - Adding controller to XCode.
- fff1dbb: - Add Attractor controller WIP.
- c5a93d2: - Added the "setForce()" & "getForce()" script-bindings.
- 3482e58: - Stop the Scene controllers set from being changed.
- d63a3db: - Scene controllers WIP.
- 7bb19a6: - Vector2 console function renames for consistency.
- 6d8340d: - Fixed bug in Vector2::setPolar()
- df661e1: fix windows build
- 222ce7a: restore vector changes
- 037992d: added console function call OnMouseDown
- 82b7f43: Merge remote-tracking branch 'refs/remotes/origin/development'
- dbc8ad7: - Added missing methods on AnimationAsset of "setRandomStart()" and "getRandomStart()".
- ae017bf: - Updated the project read-me.
- 56a81fc: Create README.md
- f12403e: Merge remote-tracking branch 'origin/development'
- 3250021: Merge remote-tracking branch 'origin/development' into development
- 0b61e47: - Fixed first responder bug when going fullscreen on OS X.
- f784d57: - Minor renaming of the preprocessor definition for the asset-scope token.
- 69465cd: - Removed redundant call in TruckToy.
- aba7fde: - Use the GUI profile fill-color when rendering GUI via the SpriteProxyBase.
- 2a9dbfc: - Fixed the guiSpriteCtrl to use SpriteProxyBase rather than duplicate all its functionality.
- 350bc22: - Added VCS commands to the doc generator bat file. This will perform the following:
- a5d5017: - Fixed a bug where when creating a joint and referencing an object using its name then the joint creation failed. - When creating joints and you want to refer to the Scenes ground-body, historically "0" was used however that has been replaced with an empty string. - Updated the TumblerToy to use an empty string to refer to the Scenes ground-body rather than "0".
- 1b8843e: Reversing the Merge pull request #16 from pchan126/feature/template_vector "Add t3d vector functions. (reverse-merged from commit d91b055d832e6c537e4acce545050ddb2d65e1d6)".
- d91b055: Merge pull request #16 from pchan126/feature/template_vector
2 Feb 2013 Push
- 6f85f2c: - Updated contact gathering to take a no-contact point event into account as is the case for sensors.
- db3b199: - Adding shared schemes for Xcode projects so we can add them to the automated build server.
- 1c632f8: Merge remote-tracking branch 'refs/remotes/origin/development' into development
- 7a39345: - Fix for only returning collision normal and contact points if they are available such as is the case for sensors.
- 65708a4: - Left a quick note about the iOS platstate class. Mainly trying to trigger the automated build system, but the note is accurate regardless.
- 0acf53b: - Fixed a comment in the ShapeVectorToy
- 6f7be91: - Fixed bad master sprite-batch Id when clearing the SpriteBatch. Thanks https://github.com/Alpha-Kand
- 10adb38: - Fixed bug where TAML auto-format was not turned-off when an explicit format mode was specified using "TamlWrite()" or "TamlRead()".
- c941176: - Added a read-me for the documentation generation tools. - Removed the OSX generate-docs command for now as it's not ready.
- be4c2ae: - Removed obsolete entries in Doxygen configuration.
- 391d4ed: - Some refinements to the navigation layout for the documentation.
- 20e46f7: - Updated Doxygen to latest stock one for Win32. - Tidy of script output.
- 3d90016: - Corrected the VS2012 solution file (or should I say that VS2012 Express for Desktop corrected it) so that it opens correctly with the Visual Studio version selector. If this causes problems with other versions of VS2012 then we'll need different variation folders but I hope not.
- a3dc8b8: - MoveTo and Rotate to now both use a "speed" parameter rather than a "time" parameter. This always caused people confusion and is used as speed by many. - Modified the toys that use this including adding a "trackMouse" option to both "MoveTo" and "RotateTo" toys. - The DeathBallToy needs looking at, it's not really optimized for T2D MIT yet.
- 696bf04: - Moved and renamed the "setTimerOn()" and "setTimerOff()" functionality from SceneObject to SimObject. These are now named "startTimer()" and "stopTimer()" and now allow the callback function to be specified as well as the timer period and an optional repeat count which if not specified or specified as zero will repeat infinitely. - Modified all the toys to use "startTimer()" as it's far less verbose than the ".schedule()" equivalent in these cases. - Updated Win32 (VS2010/VS2012), OSX & iOS builds.
- ca9c776: - Renamed the dOxygen configuration under Windows.
- dfa8729: - Relocated to the tools folder.
- 5102fb9: - Added first pass of reference documentation generation.
- 93be0d7: - Only call the "onExit" method if it exists.
- f965ece: - Added new ShapeVectorToy to showcase the basic ShapeVector object - Fixed radius calculation when resizing circular ShapeVector objects
- 077d632: Merge pull request #17 from pchan126/feature/iOS_ARC_refactor
- 01e1a24: Merge pull request #14 from pchan126/feature/mp3Volume
- 2561f78: Merge pull request #19 from eightyeight/deathball-update-roll-animation
- c33f68e: Merge pull request #15 from pchan126/feature/stringTable
- 888d657: Merge remote-tracking branch 'refs/remotes/origin/development'
- 7df9a35: - Explicitly unload the Sandbox module rather than letting the module-manager just iterate all the modules during its shutdown which will work but cause warnings.
- 693a759: - Updated file version to 2.0.0.0 or VS2010 & VS2012.
- 4448923: Merge remote-tracking branch 'refs/remotes/origin/development'
- 264fb1a: - Added missing "isAssetPrivate()" script-binding.
- d14c9ed: Merge remote-tracking branch 'origin/development'
- dbb8042: - The asset manager now tracks overall reference counts. The SceneWindow now reports this in the metrics overlay. - State reset for the particle-system to ensure that animation asset references are freed when the particle is released. The AnimationController needs some further work so completely remove the need to assign an animation-asset to it; rather it should use one assigned from the parent-owner object. This is the typical use-case as an AnimationController would never be used on its own. This would stop the doubling-up of animation of asset references.
- d84fdda: - Set the assets to ignore the auto-unload by default. This favours performance by removing asset unloads over memory usage. - Purge the assets prior to a new toy loadsing to removing any idle assets from any previously loaded toy.
- e3d4b0e: - Added the "ToyAssets" module as a dependency of the Sandbox. This will stop it from being loaded/unloaded when switching between toys that use it.
- 2865b05: - The Sandbox now deletes the Scene when the module is destroyed.
- 3c40301: Fixed logic in Deathball's updateRollAnimation.
- b88a3f9: - Explosion ParticlePlayers in the TruckToy are now not affected by gravity.
- 9889e4e: - Added Scene (un)pause button.
- 1972300: - Updated the solution file header.
- d19fca7: - Added VS2012 support. - Updated GoogleTest to support VS2012.
- 2527376: - Reversed the merge pull request #3 from pchan126/feature/mp3Volume accidentally added to Master.
- 00e6e12: - Removed the solution folder from the VS2010 build.
- 0d18583: Merge pull request #3 from pchan126/feature/mp3Volume
- 228725a: Merge pull request #3 from pchan126/feature/mp3Volume
- 41ebe22: - Removed the solution folder from the VS2010 build.
- 217e2df: Apply Xcode ARC and Modern Obj-C refactors to IOS project
- 9a3c759: Add t3d vector functions. Revise increment function to use copy constructor instead of blank constructor. Add array constructor
- c1764fb: incorporate global string table code from t3d. - there will always be a string table, no initialization required.
- 85d2423: Add mp3 volume function "setiOSAudioStreamVolume"
- 9a3e854: - Merged final fixes and cleanup from private repo. Performing final pass for release.
- a20f286: - First push of Torque 2D 2.0 (MIT)
- f110e99: Initial commit