What's new in TorchED (Torchlight Editor) 1.0.68.227

Nov 17, 2010
  • Fixed unit skill panel always setting skill levels to 1 if they were 0
  • Fixed base file and resource dirs not being properly made relative when modding in the unit editors
  • Fixed the icon selector when modding
  • Fixed [AFFIXES] blocks not appearing on skill level blocks in the skills editor (oops..broke that in the last patch)
  • Skill and Quest editors are now sortable by skill/quest name.
  • Fixed crash when editing stat watchers on units
  • Fixed deleted monsters becoming visible again.
  • Animation editor now hows a check list filter for limiting which types of animation keys are displayed.
  • Fixed monsters' equipment not being displayed on monster objects in the editor
  • Layouts are now auto-backed up at a default interval of every 10 minutes and just before switching to in-game mode. These get saved to %appdata%\runic games\torchlight\torched
  • You can now load the current backup for a scene though the File->Load Backup menu option
  • Fixed sound bank file references not being mod friendy
  • Added "Collision Radius" control to monster, player, and prop editors
  • Added "Collision Mesh" control to monster, player, and prop editors
  • Item editor Affix control now lists affixes in mods when modifying the list of affixes

New in TorchED (Torchlight Editor) 1.0.68.63 (Jan 23, 2010)

  • Cinematics now save properly to the mod directory in the Cinematics editor
  • Recipes now save property to the mod directory in the Recipes editor
  • Thread priority is now "Normal"
  • Fixed anchoring for "Infer Points after" checkbox in stat line editor
  • Fixed list editing in Quest/Skills editors
  • Fixed pane/column/row properties not saving in the unit skills pane
  • Removed error message when the unit skill panel tries to display a skill name for a skill that doesn't exist (now logged to the ogre.log)
  • Fixed editing sets' "NAME" and "DISPLAYNAME" properties
  • Moved all the data/settings files over to appdata to avoid admin right issues.
  • Undos are now capped at 100 when editing layouts.
  • Fixed dungeon cloning
  • Fixed dungeon deleting
  • Fixed "Show Map" control not saving in the rules set editor
  • Rule sets are now sorted in the rule set editor
  • Fixed rule sets editor not saving explicit layouts if an explicit layout doesn't already exist in the rule set
  • No more 1-2 second pause when resizing the editor.
  • Removed duplicate "Reset" input on unit triggers.
  • Fixed crash when playing in the editor after having stopped playing with the in-game UI open.
  • Fixed texture override controls on unit editor using the absolute path instead of the relative path if you're modding
  • Fixed crash if selecting a DDS instead of a png through the texture override control
  • Affixes now reload when the affix editor is saved
  • Added option to explicitly reload affixes through the 'reload assets' drop-down doo-hickey.
  • Fixed some control docking/anchoring issues in the effects/affixes editor
  • "File" icon on the scene managers (left pane) now just says "File" to avoid confusion
  • Fixed the Player save loader in the editor options. (the thing that lets you use a character from a particular save file when playing in-game in the editor)
  • Fixed new "ranged" stat lines not being parsed properly when restarting the stat line editor
  • Fixed layout paths not being relative if you browse to a layout in your current mod directory in skill events.
  • Fixed cloning a skill that's already in your mod in the skills editor.
  • Fixed cloning a quest that's already in your mod in the quest editor.
  • Fixed exception when adding inclusive files to a newly added chunktype in a mod rule set.
  • Fixed "Level" column not saving in effects panel.
  • Editor now always uses en-US culture settings (for things like '.' vs ',' in floats). Should no longer have goofiness in the stat line editor due to decimal symbol parsing, etc.
  • Added missing "Uses" control to the items editor
  • Added "Target Type" control to items editor
  • Monster objects now default to "dog" in the editor (to avoid null monsters)
  • "Play" in the editor will now load a default layout if trying to play a layout without any room pieces in it.
  • Backspace now does the same this as Delete when working with layouts. (I believe this should help Mac boot campers)
  • Fixed animation editor having several problems when editing .animation files in a mod.