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Releases: TorqueGameEngines/Torque2D

Torque2D 4.0 EA4

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@greenfire27 greenfire27 released this 18 Aug 17:34
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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

Torque2D 4.0 EA3

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@greenfire27 greenfire27 released this 18 Apr 21:05
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This is a major update that's been sitting in the development branch for the last 2 years. It's moving the master to make way for the next release coming this summer. Early Access 3 features a GUI Editor, GUI component additions and improvements, and new engine features.

🖼️ GUI Editor (Complete Rebuild)

  • Built new GUI Editor from the ground up with inspector, tree view, menus, save/load dialogs, grid/scroller support, and theming
  • Added control nudging, reordering, and chain control editor support
  • Implemented GuiFrameSetCtrl (multi-phase) with TAML save/load, stacking windows into tab books, and resize mode fill
  • Added GuiColorPopupCtrl and updated GuiColorPickerCtrl for inspector color picking
  • Persistent open panels in GuiInspector
  • Removed legacy Gui Editor Toy and old profile settings
  • Asset Admin now uses a Frame Set layout

🎨 Rendering & Visual

  • Added complex color support and FadeToColor screen fade system
  • Updated guiProgressCtrl and guiDefaultControlRender

🎮 Engine Features

  • SceneWindow event pass-through support with fixes
  • Allow zoom on mounted cameras
  • Inspector type for GuiCursor
  • Fixed GuiTabPageCtrl text update bug
  • Buttons inside TabPages support
  • Prevent assert failures from deprecated fields

🔧 Build System & Platform

  • CMake initial pass added
  • Updated VS 2019 and VS 2022 project files
  • macOS Xcode update with MainMenu.xib
  • iOS fixes
  • Updated PR-builds.yml CI workflow
  • Fix for non-ASCII characters in exe path on Win32
  • Updated GoogleTest from
  • 1.6.0 → 1.17.0

📖 Documentation

  • Updated Doxygen config files
  • Updated scripting documentation page

🏷️ Versioning

  • Engine version bumped to EA3
  • A new splash screen

Torque2D 4.0 EA2.1

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@greenfire27 greenfire27 released this 03 May 01:03
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This is a minor update to the previous version which covers a handful of bug fixes and changes over the last few months. As with previous versions of the Rocket Edition, this version is still considered Early Access but is stable enough to use if you are starting a new project. Expect further improvements to be released in the coming months.

Torque2D 4.0 EA2

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@greenfire27 greenfire27 released this 27 Jun 17:51
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This update to the powerful Rocket Edition introduces a new Project Manager that let's a user add and edit the modules for their project at anytime using a smooth user interface. The Project Manager will show which modules are loaded and what their dependencies are at a glance. Gui Controls have also received more attention and stability improvements. Additional features have also been added to the Asset Manager to further improve particle effect creation and images with explicitly defined cells.

Unlike the first Early Access version for 4.0, this one is stable enough to be considered production ready. However, it is still an Early Access version, so expect further improvements in the future leading up to the launch of the Rocket Edition!

Torque2D 4.0 EA1

Torque2D 4.0 EA1 Pre-release
Pre-release

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@greenfire27 greenfire27 released this 10 Aug 17:15
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This massive update starts our journey through the Rocket Edition with major updates to the Gui System and the addition of a new Asset Manager. There's also now a 64 bit build option. We've removed Spine support to its own branch as well.

Although this is not yet "production ready" we encourage new projects to start here to avoid breaking changes between 3.5 and 4.0.

Torque2D 3.5

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@greenfire27 greenfire27 released this 29 Jun 14:38
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This update includes an update to box2D, a simple path object, a powerful new light object, new options for the particle system, multiple bug fixes and more!

v3.4.1

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@greenfire27 greenfire27 released this 17 Jun 13:22
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This includes a hotfix for the dreaded black screen bug on Windows 10. If you're on Windows 10, this is the release you want. Otherwise, this is mostly the same as v3.4.0.