Browse Source

Merge branch 'master' into development

Peter Robinson 4 years ago
parent
commit
f6515d44a3

+ 1 - 1
README.md

@@ -1,5 +1,5 @@
 ![Torque Logo](modules/Sandbox/1/assets/t2d.png)
 ![Torque Logo](modules/Sandbox/1/assets/t2d.png)
-## Torque 2D 3.4
+## Torque 2D 3.5
 
 
 MIT Licensed Open Source version of Torque 2D from GarageGames. Maintained by the T2D Steering Committee and contributions from the community.
 MIT Licensed Open Source version of Torque 2D from GarageGames. Maintained by the T2D Steering Committee and contributions from the community.
 
 

+ 2 - 2
engine/source/game/version.h

@@ -24,8 +24,8 @@
 #define _ENGINE_VERSION_H_
 #define _ENGINE_VERSION_H_
 
 
 // Engine Version.
 // Engine Version.
-#define T2D_ENGINE_VERSION            "v3.4"    ///< Engine Version String.
-#define T2D_IPHONETOOLS_VERSION       "v3.4"    ///< Engine Version String for iPhone tools. Changing this will allow a fresh AppData folder to avoid conflicts with other builds existing on the system.
+#define T2D_ENGINE_VERSION            "v3.5"    ///< Engine Version String.
+#define T2D_IPHONETOOLS_VERSION       "v3.5"    ///< Engine Version String for iPhone tools. Changing this will allow a fresh AppData folder to avoid conflicts with other builds existing on the system.
 
 
 /// Gets the specified version number.  The version number is specified as a global in version.cc
 /// Gets the specified version number.  The version number is specified as a global in version.cc
 U32 getVersionNumber();
 U32 getVersionNumber();

+ 1 - 3
engine/source/network/serverQuery.cc

@@ -1462,9 +1462,7 @@ static void handleExtendedMasterServerListResponse(BitStream* stream, U32 key, U
 {
 {
    U16 packetIndex, packetTotal;
    U16 packetIndex, packetTotal;
    U32 i;
    U32 i;
-   U16 serverCount, port;
-   U8 netNum[16];
-   char addressBuffer[256];
+   U16 serverCount;
    NetAddress addr;
    NetAddress addr;
 
 
    stream->read(&packetIndex);
    stream->read(&packetIndex);

+ 0 - 1
library/AppCore/1/main.cs

@@ -26,7 +26,6 @@ function AppCore::create( %this )
     exec("./scripts/constants.cs");
     exec("./scripts/constants.cs");
     exec("./scripts/defaultPreferences.cs");
     exec("./scripts/defaultPreferences.cs");
     exec("./scripts/canvas.cs");
     exec("./scripts/canvas.cs");
-	exec("./scripts/cursor.cs");
     exec("./scripts/openal.cs");
     exec("./scripts/openal.cs");
     
     
     // Initialize the canvas
     // Initialize the canvas

+ 33 - 17
toybox/AngleToy/1/main.cs

@@ -100,11 +100,12 @@ function AngleToy::createBackground( %this )
     // Angle Labels
     // Angle Labels
     for( %i = -165; %i <= 180; %i += 15 )
     for( %i = -165; %i <= 180; %i += 15 )
     {
     {
-        %object = new ImageFont();
-        %object.Image = "ToyAssets:Font";
+        %object = new TextSprite();
+        %object.Font = "ToyAssets:ArialFont";
+		%object.Size = "1.5 1.5";
         %object.Position = Vector2Direction( %i, 30 ); // Polar ( 30, %i° )
         %object.Position = Vector2Direction( %i, 30 ); // Polar ( 30, %i° )
         %object.Angle = %i - 90;
         %object.Angle = %i - 90;
-        %object.FontSize = "1.5 2";
+        %object.FontSize = 1.5;
         %object.TextAlignment = "Center";
         %object.TextAlignment = "Center";
         %object.BlendColor = %textColor;
         %object.BlendColor = %textColor;
         %object.Text = %i;
         %object.Text = %i;
@@ -189,28 +190,40 @@ function AngleToy::createMathematicalObjects( %this )
     %object.BlendColor = %lineSegmentColor;
     %object.BlendColor = %lineSegmentColor;
     SandboxScene.add( %object );
     SandboxScene.add( %object );
     
     
-    %object = new ImageFont();
+    %object = new TextSprite();
     AngleToy.SinLabel = %object;
     AngleToy.SinLabel = %object;
-    %object.Image = "ToyAssets:Font";
-    %object.FontSize = "1.5 1.5";
-    %object.TextAlignment = "Center";
+    %object.Font = "ToyAssets:OratorBoldFont";
+    %object.FontSize = 2;
+	%object.Size = "1.5 1.5";
+    %object.TextAlignment = Left;
+	%object.OverflowModeX = "visible";
     %object.BlendColor = %lineSegmentColor;
     %object.BlendColor = %lineSegmentColor;
+	%object.Visible = 0;
+	%object.setBodyType( static );
     SandboxScene.add( %object );
     SandboxScene.add( %object );
     
     
-    %object = new ImageFont();
+    %object = new TextSprite();
     AngleToy.CosLabel = %object;
     AngleToy.CosLabel = %object;
-    %object.Image = "ToyAssets:Font";
-    %object.FontSize = "1.5 1.5";
-    %object.TextAlignment = "Center";
+    %object.Font = "ToyAssets:OratorBoldFont";
+    %object.FontSize = 2;
+	%object.Size = "1.5 1.5";
+    %object.TextAlignment = Left;
+	%object.OverflowModeX = "visible";
     %object.BlendColor = %lineSegmentColor;
     %object.BlendColor = %lineSegmentColor;
+	%object.Visible = 0;
+	%object.setBodyType( static );
     SandboxScene.add( %object );
     SandboxScene.add( %object );
     
     
-    %object = new ImageFont();
+    %object = new TextSprite();
     AngleToy.TanLabel = %object;
     AngleToy.TanLabel = %object;
-    %object.Image = "ToyAssets:Font";
-    %object.FontSize = "1.5 1.5";
-    %object.TextAlignment = "Center";
+    %object.Font = "ToyAssets:OratorBoldFont";
+    %object.FontSize = 2;
+	%object.Size = "1.5 1.5";
+    %object.TextAlignment = Left;
+	%object.OverflowModeX = "visible";
     %object.BlendColor = %lineSegmentColor;
     %object.BlendColor = %lineSegmentColor;
+	%object.Visible = 0;
+	%object.setBodyType( static );
     SandboxScene.add( %object );
     SandboxScene.add( %object );
 }
 }
 
 
@@ -242,19 +255,22 @@ function AngleToy::onTouchDown(%this, %touchID, %worldPosition)
     AngleToy.SinLineSegment.draw( %worldPositionAtRadius20, %onYAxis );
     AngleToy.SinLineSegment.draw( %worldPositionAtRadius20, %onYAxis );
     AngleToy.SinLabel.setPosition( Vector2Add( %onYAxis, "0 -1" ) );
     AngleToy.SinLabel.setPosition( Vector2Add( %onYAxis, "0 -1" ) );
     AngleToy.SinLabel.setText( mFloatLength( %sin, 4 ) );
     AngleToy.SinLabel.setText( mFloatLength( %sin, 4 ) );
-    
+    AngleToy.SinLabel.Visible = 1;
+	
     // Draw the Cosine
     // Draw the Cosine
     %onXAxis = setWord( %worldPositionAtRadius20, 1, 0 ); // Set the Y-component to 0
     %onXAxis = setWord( %worldPositionAtRadius20, 1, 0 ); // Set the Y-component to 0
     AngleToy.CosLineSegment.draw( %worldPositionAtRadius20, %onXAxis );
     AngleToy.CosLineSegment.draw( %worldPositionAtRadius20, %onXAxis );
     AngleToy.CosLabel.setPosition( Vector2Add( %onXAxis, "-1 0" ) );
     AngleToy.CosLabel.setPosition( Vector2Add( %onXAxis, "-1 0" ) );
     AngleToy.CosLabel.setAngle( 90 );
     AngleToy.CosLabel.setAngle( 90 );
     AngleToy.CosLabel.setText( mFloatLength( %cos, 4 ) );
     AngleToy.CosLabel.setText( mFloatLength( %cos, 4 ) );
-    
+    AngleToy.CosLabel.Visible = 1;
+	
     // Draw the Tangent
     // Draw the Tangent
     AngleToy.TanLineSegment.drawTangent( %worldPositionAtRadius20, %tan, %angle );
     AngleToy.TanLineSegment.drawTangent( %worldPositionAtRadius20, %tan, %angle );
     AngleToy.TanLabel.setPosition( %worldPositionAtRadius21 );
     AngleToy.TanLabel.setPosition( %worldPositionAtRadius21 );
     AngleToy.TanLabel.setAngle( %angle - 90 );
     AngleToy.TanLabel.setAngle( %angle - 90 );
     AngleToy.TanLabel.setText( mFloatLength( %tan, 4 ) );
     AngleToy.TanLabel.setText( mFloatLength( %tan, 4 ) );
+	AngleToy.TanLabel.Visible = 1;
 }
 }
 
 
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------