Simply allow your copy of skyline to upgrade.
Sorry for the late release notice, we have had many things that have been thought about and processed.
Note: You must have skyline version 0-8-1 or later to upgrade to this version.
See the changelog for more information:
New:
- New: Tech Demo: Lua - Time Of Day with GUI
- New: Terrain Editor: You can now open the asset manager to the heightmaps folder by a button click ,then drag and drop the image onto the terrain.
- Lua: env library
- Lua: env.setTOD_Time(float time)
- Lua: env.getTOD_Time()
- Lua: env.setTOD_TimeMultiplier(float timemulti)
- Lua: env.getTOD_TimeMultiplier()
- Lua: env.setTOD_Enabled(int state)
- Lua: env.getTOD_Enabled()
- Lua: env.loadTODFile()
- Lua: env.setTOD_VolCloudsEnabled()
- Lua: env.getTOD_VolCloudsEnabled()
- Lua: env.setTOD_LightEnabled()
- Lua: env.getTOD_LightEnabled()
- Lua: env.setTOD_DiffuseStrength()
- Lua: env.getTOD_DiffuseStrength()
- Lua: env.setTOD_SpecularStrength()
- Lua: env.getTOD_SpecularStrength()
- Lua: env.setTOD_Time(float time)
- Lua: entity library
- Lua: entity.getForward( int objID );
- Lua: entity.getRight( int objID );
- Lua: entity.getUp( int objID );
- Lua: entity.getForward( int objID );
Updated:
- Updated: Environment Editor: The sky will not animate when in editor mode. You now need to press the animate/play the game button to see it moving.
- Updated: Environment Editor: The sky is reset after animating or playing the game. This makes it much more usable now
- Updated: UI Set Text Dialog: now has upgraded UI stylesheet.
- Updated: When you drag and fbx file into the scene, the mesh file if existing is reloaded automatically.
- Updated: Default lights to work with 1:1 levels
- Updated: Material editor defaults to match new light levels
- Updated: Update thumbnail generator to display icons with new lighting levels.
- Updated: Default presets - to work with the new lighting levels
Fixed:
- Fixed: Projects: A lot of projects were not working in the player ran from skyline. This was due to a silly ifdef meant for the game version of the exe.
- Fixed: Projects: Material resource file was never closed when reading, which could have led to strange memory crashes when loading resources into memory.
- Fixed: Environment Editor: Shadow distance was not returning correctly due to the specular strength being sent into the spinbox lol.
- Fixed: Menu->generate tangents if clicked with no entities in scene crashed
- Fixed: Menu->generate tangents on all entities if clicked with no entities in scene crashed.
- Fixed: Menu->Batch convert: now handles both lines.
- Fixed: Ocean: When switching between underwater and not, there is not a massive gap anymore.
- Fixed: Material Editor: if you had no entity selected while saving, it would have crashed.
- Fixed: Terrain: When loading a scene, if the terrain was null when entering the scene and it called a ray to the terrain, it would crash
- Fixed: Asset Manager: Some icons that were showing were broken due to a change in the engine.
- Fixed: Environment Skybox load opens to the skys folder instead of particles.
- Fixed: AI Now targets the FPS correctly
Updated: Asset Manager
Lots of new goodies have been added to this release. The asset manager has been improved to handle many more filetypes and makes a lot of files editable.
Also new mouse and keyboard controls have been added for quicker folder access.
A new path history has been created with back, forward and up folder buttons.
Plus many new bits and editor changes.
- New: Asset Manager: New Filter Environment. Displays Time of day and ocean files.
- New: Asset Manager: You can right click a material to edit it in the script editor.
- New: Asset Manager: You can double click a material file to open it in the script editor.
- New: Asset Manager: The Blue bar can now be pasted into and returned in order to change folder.
- New: Asset Manager: You can now see and open .car files
- New: Asset Manager: Folders now display in the icon area, and can be double clicked to enter the subfolder.
- New: Asset Manager: Folders Can be renamed from the list or icons.
- New: Asset Manager: Shader files are now visible and editable from the asset manager - cg, hsls, glsl, glsles and have their own icons
- New: Asset Manager: Program files are visible and editable
- New: Asset Manager: TOD Files are visible and iconed now
- New: Asset Manager: Ocean Files are visible and iconed now
- New: Asset Manager: Pak files are also visible with an icon
- New: Asset Manager: Zip files are also visible with an icon
- New: Asset Manager: car files are also visible with an icon
- New: Asset Manager: Now has a back button with unlimited tries
- New: Asset Manager: Now has a forward button for all used paths.
- New: Asset Manager: Now has a folder up button
- New: Asset Manager: Now has a folder up icon that can be double clicked to go to folder above.
- New: Asset Manager: Editor changes with colors, icons and new features.
- New: Asset Manager: If your mouse has a forward and back button, then they will work in the asset manager
- New: Asset Manager: Pressing Key 8 will change the explorer to the Asset Library
- New: Asset Manager: Pressing Key 9 will change the explorer to the Project
- New: Asset Manager: Pressing Key 0 will change the explorer to the Computer
- New: Asset Manager: Pressing Key 1 will set the folder to Presets
- New: Asset Manager: Pressing Key 2 will set the folder to Materials
- New: Asset Manager: Pressing Key 3 will set the folder to Heightmaps
- New: Asset Manager: Copy file - RMB + Menu
- New: Asset Manager: Cut file - RMB + Menu
- New: Asset Manager: Duplicate file - RMB + Menu
- New: Asset Manager: Paste file - RMB + Menu
- New: Asset Manager: New File Creation : Lua
- New: Asset Manager: New File Creation : Material
- New: Asset Manager: New File Creation : text
- New: Asset Manager: New File Creation : car
- New: Asset Manager: New File Creation : cg
- New: Asset Manager: New File Creation : hlsl
- New: Asset Manager: New File Creation : glsl
- New: Asset Manager: Status bar now displays image size
- New: Asset Manager: Right click FBX file to convert to mesh.