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Skyline Release V0-5-5 Full Alpha - End of world release lol

Skyline Release V0-5-5 Full Alpha - End of world release lol

Postby StarFire » 21 Dec 2012, 18:01

Seasonal Greetings Friends,

We have a new release V0.5.5 available, this fixes some of the intermittent crashes you have been experiencing plus some cool new features such as the ability to load many file formats directly into Skyline. Skyline now feels much more stable with this release.

New Features:
  • Multiple file import formats
  • Camera bookmarks - make sure you keep that great view point or editing location, this is a much needed feature when working on huge terrains.#
  • Editor improvements
  • Time based path action for simple cinematics.

Please see the change log below for a full list of improvements.
  • New: Load Height map button, this will bring up a dialog asking for a height map texture file. The Texture must exist inside the Resource Locations.
  • New: Property Panel Header Color Gradients
  • New: Camera Bookmarks. Now you can store camera position, orientation and fov of the current editor camera for later recall. Now you save off those cool camera locations or jump quickly to various locations on a huge terrain with ease. This new feature can be found in the editor scene setting panel.
  • New: Action - animation path, a time based path where the waypoints define the rotation and position of a key frame. The position of the entity is defined by a spline created from the points. This produces smooth transitions between points.
  • New: Assimp Model Import, many new accepted formats such as .dae, .obj, .lwo etc… Meshes work best at the moment.
  • New: Batch convert of a recursive folder search of any supported mesh file type
  • Fixed: SkyX Crashes when pressing LoadSkyX File - catch has been added.
  • Fixed: Ocean enable catches.
  • Fixed: After adding an action the property list now shows as collapsed not expanded as it has been on the past version.
  • Fixed: When terrain is first created, if you click the terrain with the default brush when editing, it was crashing, now its fixed.
  • Fixed: Catches have been placed for terrain Creation Panel.
  • Fixed: You can now change the brush multiplier without having to move the brush size slider.
  • Fixed: Change the Vegetation mode without creating a tree crashes the system.
  • Fixed: Using lights in a scene would eventually crash.
  • Fixed: Some random crashes have been solved.
  • Updated: Websites
  • Fixed: On load back, when attaching 2 actions to a base entity, it would crash, now it doesn’t
  • Fixed: Various tool tip typos.
  • Fixed: Roads clear off when new scene is created.
  • Fixed: Couldn't select object on scene load back if ocean was enabled.
  • Fixed: Can edit time of day slider again
  • Updated: Dof Post Processor performance has been increased.
  • New: 4096 Terrain tile allowed - still in development as the bugs need to be ironed out.
  • Fixed: Time of day lighting now affects new base shader.
  • Updated: Terrain Road deforming has been caught in a message box just in case of accidental click
  • Updated: Terrain Road shader updated to new base alpha as well as base no alpha,
  • New: New Base Alpha Reject and Alpha Smooth shader located in the Data/Shaders directory
  • Updated: Fog has been overwritten on the base shaders to stop the whitening effect.
  • Fixed: Material Tinting now tints the ambient and lighting pass

    The physic system is in development and there may be issues with low frame rates. We are going to try PhysX and then finally compere systems before finalizing Skylines physics.
  • New: Lua - command: physics.addBody(int objID, enum.body_Sphere(),int active)
  • New: Lua - command: physics.setActive(int bodyID, int state);
  • New: Lua - command: physics.addPlayerBody(obj, radius, height, heightOffset, 1);
  • New: Lua - command: physics.setMass(int bodyID,float mass);
  • New: Lua - command: physics.setBounce(int bodyID ,float bounce);
  • New: Lua - command: physics.setFriction(int bodyID, float friction);
  • New: Lua - command: physics.setTerrainBounce(int bounce);
  • New: Lua - command: physics.setTerrainFriction(int friction);
  • New: Lua - command: physics.setGravity(float x, float y, float z);
  • New: Lua - command: physics.setAngularVelocity(int bodyID, float x, float y, float z);
  • New: Lua - command: physics.setVelocity(int bodyID, float x, float y, float z);
  • New: Lua - command: x,y,z = physics.getVelocity(int bodyID);
  • New: Lua - command: physics.setImpulse(int bodyID, float x, float y, float z);
  • New: Lua - command: physics.setForce(int bodyID, float x, float y, float z);
  • New: Lua - command: enum.body_Cube();
  • New: Lua - command: enum.body_Sphere();
  • New: Lua - command: enum.body_Capsule();
  • New: Lua - command: enum.body_PlayerCapsule();
  • New: Lua - command: enum.body_ConvexHull();
  • New: Lua - command: enum.body_MeshHull();
  • New: Lua - command: physics.getGravity();
  • New: Lua - command: physics.getBounce(int bodyID);
  • New: Lua - command: physics.getFriction(int bodyID);
  • New: Lua - command: physics.getMass(int bodyID);
  • New: Lua - command: physics.getBodyID(int objID);
  • New: Lua - command: sky.callGlobalFn(int objID, value); globally broadcast an event to all scripts
  • New: Lua - Event: globalFn(callingID, value);receive global broadcast.
  • New: Tech Demo - Path - Car Drift to show the new path system together with the lazy cam. A video is on the main website.
  • New: Tech Demo: Physic demo 01
  • New: Tech Demo: Physic demo 02
  • New: Tech Demo: Physic demo 03 - character controller
  • New: Preset character controller

Downloads:
http://www.chi-ad.com/Skyline/downloads ... x86.7z.001
http://www.chi-ad.com/Skyline/downloads ... x86.7z.002
http://www.chi-ad.com/Skyline/downloads ... x86.7z.003
http://www.chi-ad.com/Skyline/downloads ... x86.7z.004
http://www.chi-ad.com/Skyline/downloads ... x86.7z.005
http://www.chi-ad.com/Skyline/downloads ... x86.7z.006


Note 1: On scene load back with a 4096 terrain tile, go to height edit and click on one of the corners of the terrain to get the brush cursor working,
otherwise no editing will happen. This feature is still in development so please be patient with it ;)

Note: When testing the tech demos if you find it doesn't look correct please restart Skyline.

This will be the last release of 2012, so we would like to wish you all a Merry Christmas and a Happy new Year!

Your Skyline Developer Team
Enjoy! :D
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Re: Skyline Release V0-5-5 Full Alpha - End of world release

Postby Ellement » 21 Dec 2012, 23:30

I am very pleased that i am the first post apocalyptic human who is downloading this super dupa release, thank you guys :) :)
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Re: Skyline Release V0-5-5 Full Alpha - End of world release

Postby ant0N » 22 Dec 2012, 04:56

waited!!! thank you very much guys. I wish you good to spend these holidays! :D
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Re: Skyline Release V0-5-5 Full Alpha - End of world release

Postby iamcheeseontoast » 22 Dec 2012, 17:58

Great Job guys. thanks

Be honest how many of us will NOT touch the engine or our respective projects over the holidays, LOLOLOLOL.
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Re: Skyline Release V0-5-5 Full Alpha - End of world release

Postby SolarPortal » 22 Dec 2012, 21:01

thanks, time for us to finally play with skyline lol :D
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Re: Skyline Release V0-5-5 Full Alpha - End of world release

Postby ucm » 24 Dec 2012, 06:08

In approx 1 week i'll be overhauling my main cor i5 radeon 5770 pc and can't wait to give .: S K Y L I N E :. a hardcore go over on it :geek:
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Re: Skyline Release V0-5-5 Full Alpha - End of world release

Postby Kraekin » 24 Dec 2012, 09:53

Finally getting a chance to download now, looking forward to testing it out :)
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Re: Skyline Релиз V0-5-5 Полной Альфа - Конец мировой релиз

Postby Vortex » 26 Dec 2012, 17:04

It is super, thanks, you are the best! :D
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Re: Skyline Release V0-5-5 Full Alpha - End of world release

Postby SolarPortal » 27 Dec 2012, 11:02

@Kraekin: Welcome to the forums, hope you enjoy skyline :D

@ucm: Another computer lol :P

@Vortex: thanks for the confidence booster :D
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