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Skyline Release Version 0.7.0 Pre-Beta

Skyline Release Version 0.7.0 Pre-Beta

Postby StarFire » 26 Nov 2013, 22:16

Hi Friends,

We have been busy hunting down more usability issues and bugs to make Skyline a more friendly place to develop your next blockbuster idea ;)
In between bug busting we have managed to find time to give you guys some more cool new features:

  • New Mesh Editor with LOD System
    Image
  • New Spline Path Editor and Lua command set for your path based action
    Image
  • New Character controller actions with lua command set.
    Image
  • New Stand alone player ( no editor ) which leads the way for Skyline's first pc exporter
    Image

For a full list of the new features and fixes please see the usual list below.

As you may have noticed that we have dropped the alpha versioning as Skyline is now ready to enter the beta phase as we now can see the light of a commercial version of Skyline on the horizon. As there have been a few internal changes; we will need a bug report before we can move onto the beta, so please let us have your bugs!

Update Log:

    FIXED:
  • Fixed: System property crash after deleting objects from the scene. This fix will resolve quite a few stability issues.
  • Fixed: De-select now clears property list.
  • Fixed: Object selection / de-selection now smoother
  • Fixed: Vehicles now trigger the trigger box and return the name hit.
  • Fixed: Projects - few minor bugs
  • Fixed: Terrain: Refresh Terrain Material no longer crashes when there is no terrain in the Scene
  • Fixed: Animation system has been completely re-written, now fully useable and stable. So get them assets animating ; )
  • Fixed: Many bugs throughout the system - too many to note.

    NEW:
  • New: Mesh Editor
    • Import model from file or scene
    • Built in mesh magick editing for position, rotation and scale.
    • Save back to the current .mesh file or Save the edited mesh as a new .mesh file.
    • Set us as many LOD levels per mesh and save the LOD data with the .mesh file. No extra files.
    • Adjustable distance for each lod stage of the mesh. This distance is relative to the mesh.
    • Display mesh information into DOS console from the property panel.
    • Pin/ unpin the editor from staying on top
    • Only Manual LODS can be used - but automatic lodding is not far away.
  • New: Spline Path Editor
    • Add, delete, insert nodes
    • Multi node editor
    • Displays spline lines

  • New: Stand alone player and end game executable. Test scenes in the player for end game performance or export as end game.
    • Console for fast feedback
    • Console commands for fullscreen mode, vsync etc
    • open any scene file from the console for testing
    • Built in mouse wrap

  • New: Depth Buffer has now been added to the vegetation impostors, this allows post fx such as ssao or height fog to affect each impostor in the page.
  • New:Vegetation Billboards - You can now select "GRASSTECH_SPRITE" which will use half the amount of billboards crossquads and rotate all billboards to face the Camera. This is a faster technique than "GRASSTECH_CROSSQUADS", but not as fast as "GRASSTECH_QUADS".
  • New: Terrain Editor: There is a Blendmap size located on the creation page of the terrain editor. This controls the size of the blending texture which gives the painting resolution.
  • New: Character controller - completely rewritten the character controller
  • New: Character controller action - completely rewritten
  • New: Animation system - completely rewritten.
  • New: Character Controller action that is fully lua customisable with a new lua library "character.command()" This action can be used for first person, third person, top down. Use it for any type of character you can program.
  • New: Tech Demo: Lua Path Library Usage.
  • Lua: character:
    • Lua: character.move()
    • Lua: character.moveUp
    • Lua: character.doJump()
    • Lua: character.setJumpDownforce()
    • Lua: character.setGravity()
    • Lua: character.enableGravity()
    • Lua: character. invertGravity()
    • Lua: character.doStrafe()
    • Lua: character.setPosition()
    • Lua: character.setPositionString()
    • Lua: character.getPosition()
    • Lua: character. getCollisionFlag()
    • Lua: character. setMoveDirection()

    • Lua: fpsSystem.setPositionString()
  • Lua: path:
    • Lua: path.getNodePosition()
    • Lua: path.setNodePosition
    • Lua: path.getNumNodes()
    • Lua: path.doesPathExist()

    CHANGES:
  • Lua: fpsSystem.setPosition() now has the following args fpsSystem.setPosition(int obj, float x, float y, float z) the older setPosition(obj,"x y z") is now the new command fpsSystem.setPositionString(obj,"x y z")
  • Tech Demo: Spawned LUA Entity Collision - this demonstrates the use of physics collisions on spawned objects

    UPDATED:
  • Updated: Physx: the timestep is now variable and displays no juddering, while everything runs at the same speed at any framerate. Apart from vehicles where the traction and suspension changes at different framerates, but movement is the same speed.
  • Updated: Gizmo overrides the mouse cursor and mouse tries to remain in the scene view on release of the cursor.
  • Updated: Gizmo highlighting on selected operation node.
  • Updated: Reload Scene Entity now refreshes all texture unit states declared in a basic material as before it only worked on the first texstate
  • Updated: The main website documentation has been edited and upgraded.


    NOTE: The Vehicles Camera system is a little broken atm, and is currently being upgraded. The error has happened because we are trying to fix the physics timestep to stop any juddering in the scene. We first needed to know that skyline could render smoothly and that’s why this release has the end .exe player in it.

    Previous patch included:
  • New: Console Command - help: prints out the list of available commands
  • New: Console Command - getBounds: prints out the selected objects AABB data
  • New: Material Editor: New export options panel that allows you to stop exporting certain set $property "value " in the advanced material file. This is useful for materials inheriting the properties from the base. This also returns the properties back based on the advanced material you have saved!
  • New: Aspect Ratio tool button located on engine view toolbar will remove the 16:9 ratio and set the post FX panel height to 0
  • New: Post Processing FX: "Global On/Off " Checkbox now disables all post effects in the scene. This is a very fast way to disable all post FX!
  • Fixed: Audio file not found error now has a catch to prevent the crash also Audio now has a lua free command to prevent the 256 sound limit crash encountered on the fps demos
  • Fixed: Material Editor: Basic materials Diffuse Tint and Brightness controls did not keep the current color and alsaways reset back to rgb(1,1,1).
  • Fixed: Assimp Importer: Materials with spaces would crash. To bypass this problem, there should be no spaces in mesh filenames or folders where the Asset is stored.
  • Fixed: Material Editor: use custom Base Material checkbox now returns back based on material data.
  • Fixed: Post fx now load back to the editor when a scene is loaded.
  • Updated: Material Editor: When the material is changed on the scene entity properties with the material editor open; the material editor will update its material used.
  • Updated: Preset Manager: When importing or deleting a preset from the library, it will automatically be saved.
  • Lua: sound:
    • Lua: sound.freeSound(int soundID);
As usual please give every area a good testing and post any bugs and issue to the forums so we can make Skyline even better for you.

Note: We have upgraded the installer to be simpler to get an install, but this means we also have changed from .7zip files to winRars self extracting archive.
  • Download all files before extracting.

To Install:
  • Extract the Installer by double clicking on part 01 of the downloaded archives - "Skyline_Installer_V0-7-0_Windows_32bit.sfx.part01.exe"
  • Run the extracted file "Skyline_Installer_V0-7-0_Windows_32bit.exe" to install skyline.
  • If a version exists, then the installer will uninstall the current version and reinstall with the new version of skyline
  • Simply open the Skyline Editor or Skyline Player from the Desktop icons


Note: To use the skyline player, press "F1" to bring the console up and type "help" to bring up a list of commands to use.

DOWNLOADS:
http://www.chi-ad.com/Skyline/downloads ... part01.exe
http://www.chi-ad.com/Skyline/downloads ... part02.rar
http://www.chi-ad.com/Skyline/downloads ... part03.rar
http://www.chi-ad.com/Skyline/downloads ... part04.rar
http://www.chi-ad.com/Skyline/downloads ... part05.rar
http://www.chi-ad.com/Skyline/downloads ... part06.rar
http://www.chi-ad.com/Skyline/downloads ... part07.rar
http://www.chi-ad.com/Skyline/downloads ... part08.rar
http://www.chi-ad.com/Skyline/downloads ... part09.rar
http://www.chi-ad.com/Skyline/downloads ... part10.rar
http://www.chi-ad.com/Skyline/downloads ... part11.rar
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Re: Skyline Release Version 0.7.0 Pre-Beta

Postby ant0N » 27 Nov 2013, 03:58

Great going guys!!! I congratulate you with a new stage of development Skyline! :D :D :D :D
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Re: Skyline Release Version 0.7.0 Pre-Beta

Postby SolarPortal » 27 Nov 2013, 10:13

Thanks for the support antON. :D
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Re: Skyline Release Version 0.7.0 Pre-Beta

Postby bern341 » 27 Nov 2013, 13:44

Thanks a miollion for this update. I just started with this program yesterday and its very impressive. Having a few teething problems learning how to work with it but nothing I cant deal with. I will report back if I find any problems.
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Re: Skyline Release Version 0.7.0 Pre-Beta

Postby athena2013 » 27 Nov 2013, 16:35

well done on the new stage of development shall keep you up to date on any problems or bugs that i come across :)
keep it up xx
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Re: Skyline Release Version 0.7.0 Pre-Beta

Postby StarFire » 27 Nov 2013, 17:55

Thank you friends for the support it means a lot to us :D
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Re: Skyline Release Version 0.7.0 Pre-Beta

Postby bazzalex » 30 Nov 2013, 21:23

Great job guys!Good luck and success!Image
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Re: Skyline Release Version 0.7.0 Pre-Beta

Postby SolarPortal » 30 Nov 2013, 22:27

thank you bazzalex for supporting us.
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Re: Skyline Release Version 0.7.0 Pre-Beta

Postby pgadesertrat » 06 Dec 2013, 22:51

Just got back from a much needed vacation but have been itching to check out the new release ever since I got the e-mail alert. Think the wife thought I was just enjoying myself so much with that grin I had on my mug :lol: .

Spline path editor = very, very cool! This might be exactly what we've been looking for. Hoping to make use of it for defining areas on our golf courses, shot paths and possibly for constraining material assignments.

Thanks as always and good luck leading up to the beta release.


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Re: Skyline Release Version 0.7.0 Pre-Beta

Postby SolarPortal » 07 Dec 2013, 10:54

@pgadesertrat: great to have you back Rat :D
If you let me know what features you require for the spline path.
we may be able to help tailor it to your needs.

This could be editor improvements or required LUA commands.

@all Users: We will be releasing a new version soon, which fixes a few bugs.
Especially saved scenes with roads, as they were crashing due to an unseen versioning bug which is now fixed in the latest version ready for release.
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