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Skyline Update 0.8.1

Skyline Update 0.8.1

Postby SolarPortal » 15 Aug 2014, 20:04

Hi,
Well after some long hours trying to fix the problem, we finally have a release for all of you.

This is Skyline Game Engine V0.8.1

Since the version of skyline you are running does not have a functioning auto-updater, we have developed a small exe that should download fast for all users.
This will upgrade your current V0.8.0 to V0.8.1, which has a working auto-update.

As said in another thread, the problem was due to a ZIP Decompression library that was included into skyline. It broke when we upgraded skyline to the newer versions of visual studio. We knew there were going to be some errors, so we are staying in beta until we have ironed out the major bugs lol :P

So here is the download for all users who are on (0.8.0) to upgrade to (0.8.1):
https://www.aurasoft-skyline.co.uk/downloads_common/Skyline%20Version%20Updater.zip
Please do not use the built in auto-update for your current version as it will fail, instead use this exe to upgrade.
Following skyline updates can hopefully return back to normal.

Have a great day :D
Your Skyline Developer Team.

Changelog:

NEW:
  • New: Editor - Save Texture to material with either advanced or basic material in a couple of clicks.
  • New: Editor - 16:9 screen ratio setting.
  • New: Snippet Manager: Controller Header with all API functions
  • New: Asset Manager: Drag and drop an image from any folder called "Heightmaps" onto the terrain surface to load it as a heightmap. Set the height scale on the creation panel.
  • New: Tech Demo: SCC Follow Path
  • New: Tech Demo: DCC Follow Path
  • New: Tech Demo: Vehicle Follow Path
  • New: Tech Demo: Terrain Surface Detection
  • New: Tech Demo: Raycast to Terrain with basic collision
NEW:
  • New: Lua Event

    • Lua: Event onResize(screen width, screen height) is called from when the game/editor window is resized.
  • New: Lua Game

    • Lua: game.resetGame() will reset the level to the pre-play condition.
  • New:Lua Sky

    • Lua: sky.ui_setFontColor(String Color) change the simple consoles text color
    • Lua: sky.getMouseDelta() - returns x and y variables.
    • Lua: sky.suppressErrors(int state)
  • New: Lua - Entity

    • Lua: entity.getLocalPosition() - same as entity.getPosition()
    • Lua entity.getWorldPosition() - get an attached objects worldspace pos
  • New: Lua: Physics

    • Lua: physics.setSceneGravity(0,-9.81, 0 );
    • Lua: physics.setSkinWidth(bodyID, width );
    • Lua: physics.setMaxAngularVelocity(bodyID, maxVelocity);
  • New: Lua Particle

    • Lua: particle.lookAtPoint(FX_HND, x,y,z) to aim a particle direction towards a position
    • Lua: particle.lookAtObj(FX_HND, objID )to aim a particle direction towards an object
  • New: Lua: Terrain

    • Lua: terrain.getSurfaceAtPoint(int x, int z);
    • Lua: terrain.getTextureAtPoint(int x, int z);
    • Lua: terrain.getHeightAtPoint(int x, int z);
  • New: Lua: Controller -- see api for correct usage. Also check out new tech demo. Lua->path->followPath

    • Lua: controller.isDestinationReached()
    • Lua: controller.setPathNodeIndex()
    • Lua: controller.setPathMaxTurn()
    • Lua: controller.setPathAccuracy()
    • Lua: controller.getFollowedPathName()
    • Lua: controller.followPathPosition()
  • New: Lua: Character -- see api for correct usage. Also check out new tech demo. Lua->path->followPath

    • Lua: character.followPath()
    • Lua: character.isDestinationReached()
    • Lua: character.setPathNodeIndex()
    • Lua: character.setPathMaxTurn()
    • Lua: character.setPathAccuracy()
    • Lua: character.followPathPosition()
  • New: Lua: Vehicle-- see api for correct usage. Also check out new tech demo. Lua->path->followPath

    • Lua: vehicle.followPath()
    • Lua: vehicle.isDestinationReached()
    • Lua: vehicle.setPathNodeIndex()
    • Lua: vehicle.setPathMaxTurn()
    • Lua: vehicle.setPathAccuracy()
    • Lua: vehicle.followPathPosition()
    • Lua: vehicle.getFollowedPathName()
  • New : Action - AI Sensor. Based on the new sensor class.Basic AI target detection with lua callbacks:
  • New: Sensor System using a physX overlapping sphere test to detect shapes with in its volume

    • Lua: Event - onSensorContact_Enter(targetID)
    • Lua: Event - onSensorContact_Exit(targetID)
    • Lua: Event - onSensorContact_Stay(targetID,targetDistance)
    • Lua: Event sensor.setTargetMode_Single(obj, target_ID);
    • Lua: Event sensor.setTargetMode_Faction(obj, "Description");
    • Lua: Event sensor.setTargetMode_Closest(obj);
    • Lua: Event sensor.setTargetMode_Random(obj);
    • Lua: Event sensor.enableVisibilityCheck(obj, 1);


Updated:
  • Updated: Skyline auto Updater now displays a message box saying you are up to date if there are no updates for you.
  • Updated: Some Terrain message boxes have been made more readable.
  • Updated: Terrain Editor Panel - no longer has heightmaps on creation panel.
  • Updated: Action: FPS System - now works as expected and has had its internal script removed and works smoothly with the micro script action.
  • Updated: Action: Damage System - now works, a few crashes with default assets has been fixed and has had its internal script removed and works smoothly with the micro script action. Damage events have been renamed to keep them in line with the mechanic system naming convention.
    Migration Note: Damage events have been renamed to ds_Ko() and ds_Damage(..)
  • Updated: Action: Audio - 3D Positional - has had a few crashes fixed, a lot more stable now.
  • Updated: Action: Pickup Item - fixed crashes with effects and removed internal script in favour of the main micro script.
  • Updated: Action: PhysX Trigger Volume - fixed some bugs and removed internal script in favour of the main micro script.
  • Updated: Asset Manager: All Thumbnails for meshes and materials have been improved and are no longer affected by extra lights or weird camera angles.
  • Updated: Mesh Editor Updates: The change pivot position now saves changes
  • Updated: Mesh Editor Updates: The change rotation of mesh now saves changes
  • Updated: Mesh Editor Updates: The change scale now saves changes.
  • Updated: Mesh Editor Updates: You can now edit a characters scale. (you may need to restart skyline atm).
    This means you can bypass a bit more of the modelling pipeline.
  • Updated: Lua: entity.addScript(); with a script that does not exist, now displays an error and defaults to "default.lua"
  • Updated: Scene script initialises with some simple base event function set up to save time.
  • Updated: Script Editor - now alpha sorts the snippets and active function list. User Request.
  • Updated: Script Editor - Toolbar has a name in the toolbar menu (RMB on toolbar)
  • Updated: Script Editor - snippets and active function list can be made visible from the main menu/view
  • Updated: Script Editor - each script now shows whether it has been saved or not by showing this info as an icon in the script title.
  • Updated: Path Editor: The splines can now be seen in play the game, by changing the visibility flag.
  • Updated: Entity Tag: When changing tag name to an existent tag, a message box appears. The message box has changed to an ok only box.
  • Updated: controller.followPath - Much smoother and faster code all ran in c++
  • Updated: Asset Manager: You cannot drag a scene from the asset manager if in anim or play mode.


Fixed:
  • Fixed: Physics: There was a high chance of crashing when editing properties to do with the physx rigidbody action, this is since adding the new oabb.
  • Fixed: Tech Demo: AI-Scripted Simple Controller_C6 PFX had incorrect material on fern causing bad flickering. New material has been added.
  • Fixed: When no terrain is created, trying to autopaint will crash skyline.
  • Fixed: Particle: Fixed core error Bug which would have crashed many scenes.
  • Fixed: When generating a Vegetation material, it was not added to the resources.
  • Fixed: Action: Entity - Attach: If you duplicated with entities attached, it would have crashed.
  • Fixed: Action: SCC - If you set the height to 0, then it would have crashed when playing the game.
  • Fixed: Action: SCC - If you set the width to 0, then it would have crashed when playing the game.
  • Fixed: Action: Lua commands to get action ID returned an incorrect value, now fixed
  • Fixed: Action: Lua command setActionParam() crashed when passed incorrect ids, now fixed.
  • Fixed: Action: Lua command getActionID() crashed when passed incorrect ids, now also fixed.
  • Fixed: Physics: There was a crash if you created a rigidbody of a negatively scaled asset.
  • Fixed: Physics: When creating a physics body which was rotated, the rotation was reset to 0,0,0.
  • Fixed: Particle: PU effect files could have crashed when run in player.
  • Fixed: External Script: If you do not have the onUpdate, onMouseDown, onMouseUp, onKeyDown, onKeyUp, onMouseMove in each script, then you had a memory leak happen. Put these functions in each script to stop the memory leak.
  • Fixed: Micro Script: If you do not have the onUpdate, onMouseDown, onMouseUp, onKeyDown, onKeyUp, onMouseMove in each script, then you had a memory leak happen. Put these functions in each script to stop the memory leak.
  • Fixed: Audio: Running an audio id that has not been created, crashes the engine
  • Fixed: Particles: running a PU effect that was not created crashed the engine.
  • Fixed: Path Editor: If you edit the path properties without a path selected, then it crashes
  • Fixed: Update Key Down: When you pressed stop with a key down, it would be down when you press play again.
  • Fixed: Entity Tags: When changing tag name on the entity properties, it never removed the old tag from the entity, which means 1 entity ended up with multiple tags.
  • Fixed: Scene Duplication: The new object is the one that gets repositioned now instead of the old one.
  • Fixed: When adding a tag name that already existed onto an entity, the old tag was never placed back in the properties.
  • Fixed: Crash - SCC would crash if its is not enabled and a lua character.* command was called. Now fixed
  • Fixed: Shadow error was caused by Skyline Watermark - and potential no lights casting shadows!


UPDATED: Scene Upgrader - entity base, base types, actions, external scripts improvements.
The scene upgrader has been improved to handle more functionality such as upgradable entity and base types; such as Model, light, camera, particle.
This means we can change and add new properties without damaging your hard worked scenes.
  • The scene upgrader is now automatic in that it first checks to see whether a file is out of date or not. If it is outofdate, then it creates a backup and upgrades automatically to the newest version of skyline. It no longer displays a message box asking if you wish to upgrade.
  • The scene is automatically loaded, so from your perspective, you are working on skyline as normal.
  • A Green status bar shows when the scene is upgrading.


NEW: Preset Upgrader
Because skylines core properties and settings have changed radically, we had to add a preset upgrader aswell.
This does the same thing it does with scene file as it does to the .xPreset file.
  • When loading a .preset; if a .xpreset file exists, it checks to see if it needs upgraded, then upgrades the xpreset. It then loads the xpreset into the scene and saves out the binary, finally it removes the preset from the scene. Now that both the .preset and the .xpreset is uptodate; it will add the new binary into the scene.
  • For .xpreset, it simply upgrades and loads.
  • Once again, It is a seamless transition that allows you to carry on working and not worry about your actions or base types being out of date. The engine will handle this for you.
  • A Green status bar shows when the scene is upgrading.
  • If your preset is that old, that is still contains a library, rather than being single. Then you may encounter issues; we have not had many failures though.
    Post on the forum for help :P


NEW: 1 & 3 Way Gizmo
We have upgraded skyline to contain a 1 and 3 way gizmo which many users have requested.
Along with that we have created a snapping system which allows to snap when moving or rotating, set by system values or custom values
on the constraints menu.
Here are some of the features
  • Fully redesigned gizmo system with full world and local position and rotation, plus a local scale.
  • Key Modifiers for the 3 way gizmo ctrl + alt.
  • In local space, the gizmo rotates with the object
  • No more weird scaling issues when dragging across the screen.
  • Mouse wrap for rotation and scale.
  • On screen buttons for pos, rot and scale on 3 way gizmo
  • Editor properties - now has option to flip the gizmo style. When reloading skyline, it keeps your choice.
  • Snapping - Move: with adjustable grid snap size.
  • Snapping - Rotation: with adjustable angle snap.
  • Snapping down local coords.
  • Easy "use snapping" option.

    Along with the gizmo and the grid snap. We created a couple of new menu options
  • Align to - Grid
  • Align to - Floor (Bounds)
  • Align to - Floor (Pivot)
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Re: Skyline Update 0.8.1

Postby howler » 16 Aug 2014, 02:56

Awesome guys - you rock!
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Re: Skyline Update 0.8.1

Postby ant0N » 16 Aug 2014, 11:23

great news!
The engine looks Mature. Keep it up! :D :D
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Re: Skyline Update 0.8.1

Postby StarFire » 16 Aug 2014, 11:52

Thanks guys :D

Yes the engine is starting to look and feel much better, we are very happy with its progress. Our next focus is preparing for the full public release, although this will still take a few weeks. Still much to do but with your help we will get there ;)
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Re: Skyline Update 0.8.1

Postby SolarPortal » 16 Aug 2014, 13:05

just a note to all, one of our testers has noticed that you need to recreate your resource lists as the folders are changed a bit.
Go to "asset Manager->Resources menu->recreate base resources".

This will fix any tech demos that cannot find any assets.

Also, we have not updated any of the tech demos yet, all we did was add the new ones.
These will come in another update.
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Re: Skyline Update 0.8.1

Postby ant0N » 16 Aug 2014, 16:49

just wondering why getMoudeDelta() refers to the library of the sky, and not the screen? :)
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Re: Skyline Update 0.8.1

Postby StarFire » 16 Aug 2014, 17:10

Ah yes this looks like an oversight as it should have been screen. We can add it to the screen library for you ;)
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Re: Skyline Update 0.8.1

Postby ant0N » 16 Aug 2014, 17:18

Thank you, it will be easier to find this team.
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Re: Skyline Update 0.8.1

Postby StarFire » 16 Aug 2014, 17:22

Ok just add the mouse delta to the screen library and screen api. We will leave it in the sky lib but not the api so it won't break your scene on the next update. :D
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