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Torque2D 4.0 EA4

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@greenfire27 greenfire27 released this 18 Aug 17:34
· 1 commit to master since this release
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Torque2D 4.0 "Rocket Edition" — Early Access 4

Early Access 3 introduced the GUI Editor as a real editor tab. Early Access 4 is the release where the editors grow up. The GUI Editor gains the tools you actually reach for a hundred times an hour — a control palette, undo/redo, a real properties pane — and the Asset Manager stops handing every asset the same generic inspector and gives each kind a purpose-built one. There's also a complete demo game to learn from, and every platform now builds and runs, including the web.

The GUI Editor grew up

  • A control palette. Thirty illustrated tiles in four collapsible groups. Drag one onto the canvas, or click it and it's placed for you.
  • Undo and redo — everywhere. Placing, moving, resizing, nudging, deleting, reparenting, retheming, field edits. Plus cut, copy, paste and duplicate that work within a Gui and between two of them.
  • A real properties pane. It shows only the fields the selected control's class actually uses, with purpose-built editors for the common ones: an anchor picker for sizing, color swatches, an image-asset picker you choose by looking at it, and editors for things that were previously out of reach — a list box's rows, a tab book's pages, a menu bar's items.
  • An Explorer panel showing the whole control tree, each control with a little picture of its class, columns for hiding and locking, and drag-to-reparent.
  • Themes. Controls take their look from a theme — a set of profiles, borders and cursors built from three fonts, six colors and a border size, authored in the Gui Profile Editor against a live preview. A control you drop arrives already wearing the right profile, "Set Theme" re-skins a whole Gui at once, and a themed Gui looks identical when your game runs outside the editor. A stock theme ships, and every new project gets a copy.
  • Custom cursors as the theme's third family: per-theme cursor art, a hot-spot editor that draws the art a pixel at a time, and a runtime call to swap cursor sets.
  • It protects your work. The editor asks before throwing away a Gui you've changed — on New, Open, Close Project and Exit — and File gained Revert. The title bar shows the document name with an asterisk when it's dirty.

The Asset Manager gets real inspectors

  • A dirty/save model. Save, Revert, Duplicate and Undo/Redo live on the inspector title bar, unsaved tiles wear a badge, and closing a project or quitting prompts Save All / Discard All / Cancel. (Note: editing an asset no longer silently rewrites its file — see Upgrading below.)
  • A tailored inspector for every asset kind. Image, animation, font, audio and particle assets each get their own pane instead of the stock inspector — only the fields worth showing, and a readout of what actually loaded: an image's real size and frame count, an animation's duration and frame rate, a font's glyph count, a sound's length and format, and warnings for the ways each fails silently.
  • A proper animation editor. The art playing on the left, every frame the source image offers on the right, and the frames the animation plays along the bottom — with drag-and-drop, scrubbing, a transport bar, loop and keep-frame-rate toggles, and a "frames 28 to 32" range builder with ping-pong and hold. Animations can now name their frames, so an animation survives its sprite sheet being re-cut or re-ordered.
  • A searchable, sortable library with tile and row views, a search box matching name, description and category, and sorting — remembered between runs.
  • Particle polish: a combined RGB color-channel graph with a strip showing the color they actually mix to across a particle's life, plus working zoom on the 0-to-1 graphs. Several particle settings that were quietly ignored (blend modes, quantity variation, emitter angle in degrees) now actually apply.

A complete demo game: PlanetX

PlanetX ships as a full reference project — a twin-stick shooter with a title screen, a noise-generated level, co-op, between-level weapon upgrades, an options screen with rebindable controls, and a pause menu. It's also the reference implementation for TORQUE_SCRIPT.md, a new prescriptive style guide for TorqueScript. The TruckToy demo was reskinned as an alien-world space rover with a parallax background and object-pooled effects.

Every platform builds and runs

  • The web target is live. A WebAssembly build boots in a browser, with fonts rendered on the fly rather than only from pre-baked caches.
  • Mobile is back on its feet: Android builds and renders the editor on-device; iOS builds and runs on both the simulator and a real device.
  • Windows, macOS (Apple Silicon native) and Linux desktop builds round out all six supported platforms.

Fixes worth calling out

  • Linux data loss, fixed: saved scenes, Guis and profiles were quietly losing numeric values (extents, positions, colors) on Linux. That's resolved — along with a batch of Linux path and directory bugs that had made project creation unreliable.
  • Windows audio, fixed: a stale 32-bit OpenAL32.dll at the repo root meant audio failed to initialize on modern 64-bit Windows builds. Windows now ships the correct OpenAL Soft per architecture.
  • The engine knows its own version. It had been reporting itself as 1.0 for years; it now correctly answers "4.0 Early Access 4."
  • Plus a long list of macOS/iOS simulation-clock, crash and font-enumeration fixes, and editor stability fixes throughout.

Upgrading from EA3

EA4 has breaking changes for projects built on EA3 — the most important one to know:

  • Editing an asset no longer writes its file. A setter now only marks the asset dirty; saveAsset() (or AssetDatabase.saveAllDirtyAssets()) is the only thing that writes. A running game no longer rewrites its own content as a side effect of a setter — but any script that relied on that must now save explicitly.
  • AppCore no longer ships ~70 hand-written GUI profiles — they were replaced by themes. A project that named one should apply a theme (one click in the Gui Editor) or define the profile itself.
  • The full breaking list — sizing-flag renames, removed controls, particle API renames — is in CHANGELOG.md.

Downloads

Binaries are attached below for Windows (x64), macOS (Apple Silicon) and Linux (x86_64). Each unzips to a ready-to-run folder — the executable at the root, with the library and assets alongside.

Mobile and web builds are produced from the same source via the platform build scripts; see the README for the one-step build for your platform.


Full technical changelog: CHANGELOG.md