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History / TextSprite Guide

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  • docs: document the three editors 4.0 actually ships The README calls the editors the major change with 4.0. Until now the wiki documented one of them. Someone opening Torque2D met a Project Manager, an Asset Manager and a console with nothing written about any of them. Project Manager Guide. What a project is, the New Project form field by field, and the Game and Library panels. Most of its weight goes on two things a person will otherwise learn by breaking something: Module Name, which becomes the folder, the ModuleId, the namespace the engine calls create on, and the front half of every asset id; and renaming, which has to rewrite the module's own source for exactly that reason. Editing module.taml in a text editor leaves a module that loads, reports its new name everywhere the UI looks, and silently never runs. Asset Manager Editor Guide. Finding, making and editing the five kinds of asset, with the Saving section placed before any of the per-kind material because it is the part that loses work. The particle section says why that editor exists at all: the same effect built by typing time and value pairs into a taml file is close to impossible to get right, because you cannot see what you are doing. Console Guide, replacing a page that had read "Coming Soon!" since 2016. This is the tool that replaces a debugger, so it leads with inspecting a running game. Two behaviors that make the console unlike a script file and cannot be guessed: it adds the parentheses when what you type has no brackets, spaces or braces, so typing a function name runs it, and it adds the semicolon. dump() gets the emphasis it deserves -- when a sprite will not appear, it tells you what the engine actually believes about it. It also documents two features that were compiled in, started at boot, and written down nowhere: telnetSetParameters opens a remote console with separate read and write passwords, and dbgSetParameters opens a remote script debugger. That last one corrects Torquescript-overview, which this branch had it say there is no debugger for TorqueScript in 4.0. There is one; what it lacks is a client, since the IDE that provided one is gone. The claim was made from the absence of a usable debugger rather than from looking for one. Also fixes a dangling anchor in TextSprite-Guide, found by teaching the link checker to follow cross-page anchors. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_014Xh3XULt9PtdCtsaYHGnYE

    @greenfire27 greenfire27 committed Aug 18, 2026
  • docs: correct class-guide field/method gaps against the engine source Verified each gap against the class _ScriptBinding.h / initPersistFields() before editing: - Sprite-Guide: document the complex (per-corner) color API (setUseComplexColor, getUseComplexColor, setComplexColor, getComplexColor, fadeToComplex, fadeToTimeComplex). - Scene-Guide: add pickRay and pickRayCollision to the picking example, with their return formats (object-ID list vs. per-object collision detail). - SpriteBase-Guide: add the missing NamedFrame field (setNamedImageFrame / getNamedImageFrame). - SceneObject-Guide: fix the BlendMode typo (getBlendMode -> setBlendMode). - TextSprite-Guide: link TextSprite_ScriptBinding.h (was bare text). - AudioAsset-Guide: AudioAsset has no script methods (no _ScriptBinding.h); clarify that Volume/Looping/Streaming/VolumeChannel/AudioFile are usable from script as persistent TAML fields, not as callable get/set methods. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01C6jsrTtG7fhRRRYG9NvHZW

    @greenfire27 greenfire27 committed Jun 25, 2026
  • Replaced GG with TGE This replaces GarageGames with TorqueGameEngines in all links.

    @greenfire27 greenfire27 committed Jul 5, 2020
  • Initial Upload This commit transfer the wiki from the old repository.

    @greenfire27 greenfire27 committed Jun 1, 2020