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View Code? Open in Web Editor NEWMIT Licensed Open Source version of the Torque 3D Project Manager from GarageGames
MIT Licensed Open Source version of the Torque 3D Project Manager from GarageGames
If you generate a project with modules enabled that have incorrect SDK paths set, there is a popup at the end stating the project generated successfully. This should indicate that there was a problem generating your project. Additionally, it would be best if this popup included a list of warnings or errors that prevented the project from beind created.
Steps to Reproduce:
If there is no game executable present in a project then that project does not show up in the list. This means that we must first compile a project before it will show in the Project Manager, which doesn't make sense.
I expect that exception handling is usually supported by a C++ program. I wonder why a function "main" does not contain corresponding try and catch instructions so far.
How do you think about recommendations by Matthew Wilson in an article?
When running qmake there is a warning about the TARGET variable being empty. This leads to VC++ solution without a name and thus a .exe file without a name in the build
I think that in projectmanager_files.pro there should be:
TARGET = projectmanager
Out of curiosity why the switch to Project Manager? It seems to have a fraction of the features of the original Toolbox. I know this is not an "Issue" but I am sure others going through this process will ask the same question.
The GitHub documentation for setting up the Project Manager is a little off. The latest build of Torque does not include a Toolbox to remove per the tutorial. I spent some time looking for it. Also, since there is no Toolbox to remove it would be good to include the directory where the Project Manager should be placed once the exe is built. I figured out it was the top directory after copying over the QT dlls.
Thanks!
i try build visual studio.
appear 1 error, when compile debug/release version.
1>c1xx : fatal error C1083: '....\source\dynamictoolwidget.cpp': No such file or directory.
Errors in resource config and platform detection prevent from compiling in Linux.
If the user generates a project in the project manager and they create it in
c:\blah\blahlower\etc
project manager will create an absolute path to all of the engine files in includes etc... making moving the project an annoying task
should be replaced with
../../../../../../
The stylesheet is currently loaded from Engine/bin/tools/style.css
instead of being compiled into the application.
Update projects.xml so that Recast can be a selectable module:
<module name="navigation">Recast Navigation</module>
The Torque toolbox is crashing when more than one project exists. I am going to reference a thread that has a good chunk of info on this. There is a post that says that error is only on the closed source version and shouldn't exist on the open source.
It still exits, fresh install of Windows 8, then installed Torque3D through github for windows. My screen looks exactly like the screenshots in the thread when I add another project or try to use the toolbox with more than one project available.
PHP >=5.5.0 introduced a new class named Generator which name clashes with the generator class of project manager.
If there is no game executable present in a template then that template does not show up in the list when creating a new project. This means that we must first compile all templates before being able to make projects out of them.
Ideally we should be able to create new projects from templates that don't have an executable. Then it will be up to the project to compile itself before being used.
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