Skyline Changelog V0-9-0 BETA

New:

  • New: Skyline Start Screen which gives you quick links to recent files, templates and online websites.

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  • New: Start Screen access has been added to the help menu.
  • New: Start Screen can be stored in registry whether to show all the time or not.
  • New: Template demo to get your game off the ground. – Race Track template
  • New: Template demo to get your game off the ground. – FPS Shooter template
  • New: Skyline Progress Bar has been implemented into the status bar of the main editor.
  • New: Skyline Status Bar goes magenta when loading a scene.
  • New: Skyline Status Bar now has white text and expandable layout.
  • New: Skyline can now load a scene by passing 2 arguments into the command line. (“path/to/Skyline Editor.exe” -l “path/to/scene” )
  • New: Skyline will now load a default scene when the editor opens, this is to stop showing a blank scene.
  • New: Skyline now is an accepted file type by windows, simply double click to run the player and view the scene or right click to edit from explorer.
  • New: Translation Utility: Extend the panel to reveal the randomizer, a tool which rotates and scales an entity when duplicating.
  • New: Terrain Editor: Paint Layers are now drag droppable from asset manager and explorer
  • New: Terrain Editor: Road Textures are now drag droppable. Simply drag from asset mgr or explorer and road will update with new look.
  • New: Each image that can use drag and drop now also has a context menu.
    • New: Show Current Texture in the asset library by opening the folder.
  • New: Cubemap and 3D textures can now be loaded through the resource system.
  • New: Skyboxes are no longer affected by the SSAO, and use a new depth buffer shader to blank out the channels. We are looking at ways of making a zero depth buffer in the post processing, but this is a good workaround.
  • New: You can now open any texture in Photoshop(will be updated to handle other editors) by RMB + click on asset manager list.
  • New: Scene RMB Menu: New command to Sync all similar materials. Used when changing material or shader values to ensure all of the scene instances update.
  • New: Scene RMB Menu: can now optionally add physic to the selected entity with out using the action editor to speed up workflow.
  • New: Scene RMB Menu: Can now add Vehicles to any entity fast
  • New: Scene RMB Menu: Can Add FPS Player and other items to the scene
  • New: Scene RMB Menu: New Meshes
  • New: Scene RMB Menu: Completely Restructured for better use.
  • New: Scene RMB Menu: Can add many more things
  • New: Scene Metrics: X and Y Mouse movements are recorded and printed to screen
  • New: Scene Metrics: Specific colouring to help show decent framerates.
  • New: Asset Manager: Scenes can be double clicked to load
  • New: Vehicles: Now have full collision detection with entities and characters and other vehicles with Start, Stay and End.
  • New: Shader – New Soft Shadows added to the base shader to make better looking scenes. These new shadows are working at the same performance of the original shadows, win win!
  • New: Terrain soft depth shadows with fade out distance.
  • New: Scene Loading speeds have been increased by up to 6X on a large scene. Adding the items to the scene entity list were slowing it down.
    - We went from a scene that loaded in “2 min 5 sec’” to “18 sec” using the new loader improvements.
  • New: Asset Manager: RMB Context: Batch convert all FBX Files to mesh and display their icons in the asset manager automatically.
  • New: Skyline now be run offline. It still requires a license though.
  • New: Skyline now accepts drag and drop from windows explorer to the scene view.
    The same formats are accepted between both asset manager and Explorer.
  • New: You can now drag files from explorer and drop them into the asset manager viewer.
    - They can be copied and moved.
    - Multi select of files is also working.
  • New: All Message Boxes have a dark theme now.
  • New: Skyline editor can be launched from explorer by right clicking scene file.
  • New: Skyline player can be run from explorer by double clicking scene file.
  • New: Full Physics Collision Events now return contact information such as contact point, force etc…
  • New: Material Editor Visual Upgrades to match main interface.
  • New: Lua API for terrain.
  • New: Lua API for vector2.
  • New: Lua API for vector3.
  • New: Lua API for vector4.
  • New: Lua API for env.
  • New: Lua API for transform.
  • New: Lua API for resource.
  • New: Ribbon Trail Action: This allows you to draw a billboard chain that follows the entity. Pretty useful for lasers, treadmarks etc…

  • New: Lua: Entity
    • entity.inverseTransform(); – moved from transform library to entity library.

  • New: Lua: Transform:
    • transform.degreeToRadian( float degree);
    • transform.radianToDegree( float degree);

  • New: Lua: Vector2
    • vector2.dotProduct()
    • vector2.angle()
    • vector2.angleTo()
    • vector2.crossProduct()
    • vector2.distance()
    • vector2.midPoint()
    • vector2.normalise()
    • vector2.normalisedCopy()
    • vector2.length()
    • vector2.isNAN()
    • vector2.isZeroLength()
    • vector2.perpendicular()
    • vector2.randomDeviant()
    • vector2.reflect()
    • vector2.squaredDistance()
    • vector2.squaredLength()

  • New: Lua: Vector3
    • vector3.dotProduct()
    • vector3.absDotProduct()
    • vector3.angle()
    • vector3.crossProduct()
    • vector3.directionEquals()
    • vector3.distance()
    • vector3.getRotationTo()
    • vector3.midPoint()
    • vector3.normalise()
    • vector3.normalisedCopy()
    • vector3.length()
    • vector3.isNAN()
    • vector3.isZeroLength()
    • vector3.perpendicular()
    • vector3.positionCloses()
    • vector3.positionEquals()
    • vector3.primaryAxis()
    • vector3.randomDeviant()
    • vector3.reflect()
    • vector3.squaredDistance()
    • vector3.squaredLength()

  • New: Lua: Vector4
    • vector4.dotProduct()
    • vector4.isNAN()

  • New: Lua: Ribbon
    • ribbon.setDefaults();
    • ribbon.create();
    • ribbon.destroy();
    • ribbon.timeOut();
    • ribbon.setPosition();
    • ribbon.getPosition();
    • ribbon.setTrailLength();
    • ribbon.setRenderQueue();
    • ribbon.setMaxElements();
    • ribbon.setNumOfChains();
    • ribbon.setWidth();
    • ribbon.setWidthRemovePerSec();
    • ribbon.setRenderDistance();
    • ribbon.setFaceCamera();
    • ribbon.setIsVisible();
    • ribbon.setCastShadows();
    • ribbon.setInitialColour();
    • ribbon.setFadeColour();
    • ribbon.setNormalVector();
    • ribbon.setUseTexCoords();
    • ribbon.setMaterialName();
    • ribbon.setDepthBias();
    • ribbon.setOpacity();
    • ribbon.setDiffuseTexture();
    • ribbon.setRenderBackface();
    • ribbon.setEmissiveAmt();
    • ribbon.setTexAddressMode();
    • ribbon.setTexFiltering();
    • ribbon.setSceneBlend();
    • ribbon.setScrollEnable();
    • ribbon.setScrollAmount();
    • ribbon.setRotateEnable();
    • ribbon.setRotateSpeed();
    • ribbon.setLighting();

  • New: Lua: Vehicle:
    • vehicle.setTagOffset(vehID, wheelID, offset)
    • vehicle.getTagOffset(vehID, wheelID)

  • New: Lua: Physics:
    • physics.getContactData();
    • physics.getContactNumShapes();
    • physics.getContactPoint(int shapeid);
    • physics.getContactForce(int shapeid);
    • physics.getContactNormal();
    • physics.getContactEntID();

  • New: Lua: Render:
    • render.setFullscreen();
    • render.setVSync();
    • render.setQuality();
    • render.setResolution();
    • render.setRenderer();
    • render.setFSAA();
    • render.setShowStats();
    • render.getPossibleResolutions();
    • render.getPossibleFSAA();
    • render.getPossibleRenderers();
    • render.getResolution();
    • render.getQuality();
    • render.getShowStats();
    • render.getFSAA();
    • render.getRenderer();
    • render.getVsync();
    • render.getFullScreen();
    • render.setShowDefaultGUI();
    • render.getShowDefaultGUI();
    • render.getDefaultGUI_ID();

  • New: Vehicles: Each wheel now has a node sat at the contact point, which you can attach a ribbon trail to.
  • New: Editor console commands to control scene quality for controlling performance settings; qu, qh, qm, ql (quality ultra,high,medium,low)

Fixed:

  • Fixed: Vehicles: If the Vehicle wheels did not exist, it would have crashed.
  • Fixed: Scene Editor RMB – Certain object types such as default model, 2d background could not be added to the scene. There was a small path error which has been fixed and they can now be added.
  • Fixed: Some scenes with hydrax had a broken material on the terrain
  • Fixed: Scene Script had a typo.
  • Fixed: Vegetation Loading – Trees would not appear to sit on the ground and reset themselves to 0
  • Fixed: Vegetation Billboards used for grass would have crashed if a material was loaded that did not inherit from the grass base material
  • Fixed: Terrain Painting – skew azimoth property was mispelled. Correct spelling was azimuth.
  • Fixed: Scene view Context Menu: Import model would have crashed if you loaded a non mesh object.
  • Fixed: Typos is syntax snippets.
  • Fixed: If you added a micro script on first load without sceneEntity, it crashed.
  • Fixed: Skyline could have crashed when importing a material on an entity that inherits from a base mat that does not exist yet.
  • Fixed: Vehicles do not jam into the wall when you crash where you should keep moving. This was due to a friction setting.
  • Fixed: Vehicles sometimes crashes due to the main entity not being detected.
  • Fixed: Editor Player: This would lock up and not destroy as a windows process
  • Fixed: Editor Player: Crashed when exiting from full screen
  • Fixed: Think speed on Action Sensor for AI
  • Fixed: Scene Upgrader: If you had an action out of date before an external script, then the script was counted as part of the action and failed.
  • Fixed: Mesh Lods without a basic material would not show the advanced or deferred materials
  • Fixed: Vegetation: Changed mesh starting location
  • Fixed: Vegetation: Changed billboard starting location
  • Fixed: Terrain shadow depth system now works correctly and objects that intersect or go under the terrain will no longer leave that nasty black shadow artifact.
  • Fixed: There was an issue when loading skyline, that the onscreen info sometimes does not appear. To Fix click off skyline app (e.g. desktop, or other app), then reselect skyline; the on screen info should then show.
  • Fixed: When Skyline is minimized, the on screen information is not minimized. But it should not appear above any other application.
  • Fixed: Auto Update: Skyline was not launching itself after updating.
  • Fixed: Action – Player Camera V2: The vertical camera movement now works with framerate unlocked.
  • Fixed: When opening a material that is apart of an .ark, then it used to crash.

Updated:

  • Updated: Base shader’s shadow receiver. The advanced material now has soft shadows.
  • Updated: the scene RMD context commands have been reorganized to make them easier to quickly select at a glance.
  • Updated: PhysX Stack Action – will now choose the advanced material if it exists
  • Updated: Scene view Context Menu: Import model has been upgraded, you can now load .fbx models.
  • Updated: You can now load a base material from anywhere as long as it exists in the resources.
  • Updated: Materials that inherit from a base material which is not in the data folder will load the base first.
  • Updated: If a material references a shader file( .cg, .hlsl, .glsl ) that exists elsewhere, it will be found. This stops first time load crashes.
  • Updated: Editor – Menu for Editors has been added to menu root.
  • Updated: Vehicle: Ray casts now get the objID from a vehicle.
  • Updated: Vehicles can be enabled and disabled.
  • Updated: Editor – scene ambience colour dialog so that the colour you select is not changed by the systems ambient brightness slider.
  • Updated: Editor – scene ambience slider now works from 0-1000 for dark to light, no more negative value.
  • Updated: Editor – Material editor open script would not reopen an existing script in the script editor. Now any open material script in the script editor will update when pressing the material editors open script button.
  • Updated: Vehicle Steering has been upgraded to stop the wheel “spazzing” out at times, this was due to a small decimal value being divided and causing an exponential value, with in a radian acted as if it rotated 720 degrees :P
  • Updated: Skyline now can use 4000 sceneEntities per scene. This will use more ram, we have plans for unlimited in the future and less ram used.
  • Updated: The check internet connection is more reliable and faster, so no more hang ups on load.
  • Updated: Action Editor: Updated graphics to match engine
  • Updated: Action Editor: You can no longer reorganise the action library’s tree widget.
  • Updated: Skyline has now swapped to ImageMagick Command line for dds and tga conversions for the editor. This will be improved again in the future.

IBL Lighting Uber Shader:

To keep Skyline looking great we have upgraded the rendering pipeline to provide you with an easy to use state of the art/Next Generation Global illumination system which has an improved performance hit over the older/slower advanced shader. Now you scenes can react globally to any new lighting image added to the scene giving a new depth and realism to any model in your scene and to make it better is very easy to use. Turn daylight to sunset with out setting up any lights or material tweaks just add the IBL image to the new render tab. Skyline can now make you scenes look awesome!

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Render Panel Editor:
To make it easier to get at the global illumination properties we have added a new dock able render panel to the editor. With this new editor panel you have full control over the Global illumination and the many modes provided e.g.:

  • IBL with ambient shadow’s
  • IBL image ( with RMB got to folder option)
  • IBL Exposure and blend mix.
  • Hemispherical ambient, basic ambient
  • Hemispherical color selector

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Material Editor Upgrade:
Skyline’s material editor has had a make over to provide the features of the new Uber shader which has many new features planned to make it even better. Current features are:

  • Standard diffuse, normal , specular
  • IBL override and image
  • Local IBL blend mix
  • Local IBL exposure
  • Reflection Image
  • Reflection blend mix and exposure
  • Alpha blend with transparency amount slider.
  • Alpha reject with reject amount slider

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Migration Notes:

  • Migration: Editor – With the new changes to the scene ambient control the ambience calculation has been modified to provide a better feel. This will have affected the brightness of existing scenes. These scenes will need their ambient color set to full( or whatever colour you require) 256,256,256 not 128,128,128 as was the default level.
  • If you wish to upgrade your license to store in the new location, then delete your old license file, and skyline will make it easy to reactivate.

Updated: Skyline Activator – Now much easier.

  • Updated: Skyline Activation: The interface has been cleaned up and is much more understandable.
  • Updated: Skyline Activation: The serial and email you last entered and activated are remembered and entered automatically when the license fails to activate or if you deleted your license.
  • Updated: Skyline Activation: The license file is automatically stored onto your hardrive.
  • Updated: Skyline Activation: If the license fails to be found, the activator will appear, simply click activate to carry on again.
  • Updated: Skyline Activation: The old activator was too complex with far too many routes to make it fail. This time it should not.

Updated: End Game Compiler

Upgraded platform exporter for the PC to make packaging your final game a breeze. In just a couple of mouse clicks you can have either a stand alone or player version of your game. This tool will grab all of the assets used in your game, from any location on your PC and prepare the final package for you saving you lots of time searching for use assets.

  • Stand alone Game – Complete installable package with secure file archive to protect your assets. This is the way to distribute your game.
  • Player version game – small foot print version of your game which will use the free downloadable player making it easy to share your scene with non skyline users.

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  • Game Export PC: Ark files can only be used in the editor and in the player. This makes it useful when giving test assets away, r assets that are not allowed to be used in a game. Great for the upcoming asset store.
  • Game Export PC: We now have .pak files which are usable from compiled game exe and editor/player.
  • Game Export PC: Ark files cannot be un-arked once made. Keep the original files. We now do this for security.
  • Game Export PC: Pak files cannot be unpackaged once made. Keep the original files. We now do this for security.
  • Game Export PC: Stand Alone game for creating a game that always works even in the future (depending on OS in the future lol :P )
  • Game Export PC: Player based game that is small in size, your game assets are what dictate the size of your game. Does require a player download.
  • Game Export PC: New and improved Wizard which looks better and easier to operate.
  • Game Export PC: Export many scenes at once.
  • Game Export PC: Automatic Archiving for zip and paks when creating end game.
  • Game Export PC: Icons can be set to the main exe.
  • Game Export PC: Default loading screen is currently in place, will change in the future.
  • Game Export PC: has exported and archived assets.
  • Editor Player: Now works and displays exactly the same as the main scene and loads the same assets.
  • Editor Player/End Game: All scenes now have a default Options GUI, that controls the render window. Can be bypassed for new screens.
  • Editor Player/End Game: Control Fullscreen, fsaa, resolution, show debug, vsync, and renderer.
  • Editor Player/End Game: Added Quality options, if you set a scheme to each technique in your material you can switch qualities out. (Ultra High, High, Medium, Low)
  • Editor Player/End Game: The console now opens on the key(Grave, Push, Accent key) hidden underneath F1.
  • Editor Player/End Game: The Player and End Game no longer show an ogre window.
  • Editor Player/End Game: These will auto boot into fullscreen and set a basic resolution for your monitor size.
  • Editor Player/End Game: Show the options screen with F1, hit apply to change the settings.
  • Resource collector: Multiple scene collect without loading levels
  • Resource collector: CG include files and rewrites the cg shader to match and find.
  • Resource collector: Other missing files
  • Resource collector: Now scans Scene Scripts
  • Resource collector: Now scans External scripts
  • Resource collector: Action resources can now be grabbed from the XML version by looking for a “#” at the start of the type.
  • Scene Upgrader: Has been improved to handle the new action type params.
  • Binary Save files. Small compact and unreadable files designed for game export.
  • Action Upgrades : Audio 2D
  • Action Upgrades : Audio 3D
  • Action Upgrades : Attach aRmour
  • Action Upgrades : Attach Weapons
  • Action Upgrades : Billboads
  • Action Upgrades : Corona
  • Action Upgrades : DamageSystem
  • Action Upgrades : FullScreenImage
  • Action Upgrades : LensFlare
  • Action Upgrades : Particle Universe
  • Action Upgrades : Physics Throw
  • Action Upgrades : Pickup Item
  • Action Upgrades : SFX
  • Action Upgrades : Sprite

New: Skyline Free Version

We now have a fully usable free version capable of exporting scenes into the player which is watermarked.
Several features have been removed or limited.
The Free Version is a fully featured product even with the limitations. We designed it to make you get hooked, then want to purchase skyline rather than get annoyed with a useless piece of software that will eventually get thrown away. :P

Here are the changes to free version

  • Non-Commercial Usage.
  • Scene Entities reduced to 1000.
  • No Auto Update to latest version. New Updates may not come for a few month at a time, whereas commercial users will get more often.
  • No one to one tech support through email or video conference
  • Free version is watermarked – now in lower left corner.
  • Paks are not integrated into the editor.
  • Arks are loaded but cannot be created.
  • All Shaders are protected in the form of an ark.
  • There is now a free version base resources due to ark loading.
  • The Players will display a watermark for scenes exported from the free version.
  • Only one scene can be exported at a time, any more triggers a back out
  • Free Version can export a single scene at once.
  • Free Version End Game is watermarked.
  • Game Export cannot create a stand alone game. It does export games for the downloadable player though.
  • Game Export can only use zip archive or none at all.
  • Free version loading screen displays free version
  • Vegetation: Only 2 Vegetation Models supported
  • Vegetation: Only 2 Vegetation Billboards supported
  • Terrain: Tile size is limited to 512 max
  • Terrain: Blend map size is limited to 1024
  • Unlimited world size, but without the resolution; it is useless to make a large terrain
  • Road Editor: Only one road can be used per scene.
  • Spline paths are limited to 1 path per scene.
  • No Entity Randomizer in the Translation Utility.
  • Navmesh is not usable in the editor and also cannot be loaded in with the scene.
  • Custom Purchase Boxes with link to store.

If you are a free version user reading this, then please support us by purchasing your version of skyline! Click here to go there now!
You receive many benefits that will not be apart of the free version:

  • One on one help from the devs through tech support channels. (additional charges may occur on deeper support)
  • An update to date version of the engine which automatically checks and updates itself.
    No large download files every update.
  • 1 Full year of free updates.
  • Unlimited access to all features that are currently running. (Future features may be part of other versions.)
  • Feature Requests will be taken note off and given a higher priority.
  • Future features: 64 bit will be part of the paid version
  • Future features: Android Device Export (within 6 – 12 month at time of writing)
  • Future feature: iOS Device Export (within 6 – 12 month at time of writing)
  • Future feature: Customisable Splash and Start Screens
  • Future feature: Paged Terrain for ultimate detail large worlds
  • And many more. Check out the Trello roadmap page: https://trello.com/b/pjbQYgTR/skyline-game-engine
  • Personalised License Page that displays all your information.