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
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
Replaced GG with TGE
This replaces GarageGames with TorqueGameEngines in all links.
Initial Upload
This commit transfer the wiki from the old repository.