Skyline Changelog V0-9-1 BETA

Here we have the release of Skyline V0-9-1 featuring many new features and bug fixes plus some really cool edits. Over the past month we have been working hard trying to bring skyline up to scratch further and have made many tweaks and enhancements that we think many of you will like. Things like Enhanced visual quantity and color coded log console, path editor and cameras, plus some tweaks to particle effects that allow animated textures.
There are not many new lua commands to this release, but it is much more a focused editor side changes.

However, this release is just an interim release as we are already in the stages of working towards the next set of great features such as Navmesh, Visual Scripting and enhancing the resources to allow duplicate named resources plus many more exciting features. We are sorry they did not make it into this release as navmesh had an instability with agents working after a load and visual scripting is moving forward as StarFire is wrapping the system together to have all the connection, inputs and outputs functioning correctly before mass producing modules of all different codebits.

Note: When Upgrading inside the editor, skyline does not have a progress bar or on screen information telling you how far it has got. This is due to the last release when we removed the DOS console and progress bar in favor of the progress bar on the status bar. Although it isn’t showing and will look like it has crashed. Please give it a chance and it will work :) Perhaps its time for a cup of tea lol.

Come to the forums to keep up to date with in dev features.
Link to the Forums

Update Log:

New:

  • New: Properties that are not required due to an inactive property will no longer be displayed. Although there are a lot of places that have not been implemented. See camera as an example.
  • New: Uber Material: Normal map now has its own UV scale.
  • New: Uber Material: Diffuse map animated UV scroll with individual U amount and V amount.
  • New: Uber Material: Normal map animated UV scroll with individual U amount and V amount.
  • New: The Skyline log now has an error colour: if you have the word “error:” in your lprint, then it will become red
  • New: The Skyline log now has an warning colour: if you have the word “warning:” in your lprint, then it will become orange
  • New: The Skyline log now has an custom colour: if you type “#&:” in your lprint, then it will become take the next 3 sections. To custom color enter “#&255,127,0:”. The 3 numbers are RGB in the 0-255 range.
  • New: The Skyline log can now be extended to 1000000 lines. It is much faster to use and doesn’t auto clear.
  • New: The Skyline log clear button clears the new log.
  • New: Properties that do not need to be shown until activated will be hidden of the property list. (There may be parts that have not yet been done :P working on it!)
  • New: Scene Entity List: All entries now have a special icon representing the entity base type.
  • New: Skyline will generate a unique tag on entity duplicate, addition, load
  • New: Skybox load material will ask to load resources if it does not exist in the resources.
  • New: Resource Collector can dump all assets and keep scene file structure intact. Keep Scene Structure property.
  • New: Lua: Camera
    • camera.setActiveCamera( int entityID )

Fixed:

  • Fixed: Checking for updates prints before starting to the log.
  • Fixed: You cannot run the player while running the game. This is disabled for performance.
  • Fixed: Dragon Statue material now fixed and added a preset to library
  • Fixed: Scene RMB Dynamic objects AI car removed as it requires a path to prevent crash.
  • Fixed: Scene RMB race Car preset now fixed and can be added to scene.
  • Fixed: There were some spelling mistakes in the game templates descriptions.
  • Fixed: Action editor would add the same action again after removing one from same library.
  • Fixed: Action – Damage now removes the simple character controller if available.
  • Fixed: Action – Simple controller crash when calling KO with out a weapon attached
  • Fixed: Asset Manager: if you double-clicked to go up a folder, then go into a subfolder with no previous item selected, it opened the first folder; then release folder.
  • Fixed: Translation Panel: It would have crashed if you pressed play and edited or stopped then edited without selecting anything. This makes the tool stable
  • Fixed: When a mesh has a skeleton but 0 animations, it would crash on load and when duplicating.
  • Fixed: Asset Manager: Major Bug: When adding resources through the explorer RMB + context menu, if the folder was not selected, they were not added and the folder selected was instead, meaning assets sometimes would not have worked.
  • Fixed: Asset Manager: Major Bug: When removing resources through the explorer RMB + context menu, if the folder was not selected, they were not removed and the folder selected was instead, meaning assets sometimes would not have worked.
  • Fixed: Audio 2D Action: The volume was set to 0 every time you changed the audio value
  • Fixed: Audio 3D Action: The volume was set to 0 every time you changed the audio value

Updated:

  • Updated: Asset Manager: Scene File double click will now ask to save scene if work has been done.
  • Updated: Asset Manager: Scene File drag and drop will now ask to save scene if work has been done.
  • Updated: Asset Manager: All Scene Templates have been upgraded as each had some errors.
  • Updated: Asset Manager: Stay on top now shows lock symbol when staying on top.
  • Updated: Main Editor: Toolbar had a misplaced tooltip.
  • Updated: Gui Editor font message now only shows if the gui editor is open.
  • Updated: Audio 3D Action: The string audio name has been swapped for a button that autoloads resources.
  • Updated: Audio 3D Action: The string audio name has been swapped for a button that autoloads resources.
  • Updated: Skyline Online Activator: The timezone issue for first boot after purchase is now fixed.

New: Spline Path Editor

We have upgraded the spline path editor to have a better workflow than before.
You can now add multiple nodes in one after the other and use the escape key to cancel addition to start moving them around.
The blue central node now moves the entire path to help you relocate the path to a better spot, without changing each node position.

  • New: Path Editor: Paths created in the editor are now are displayed in the sceneEntity List. When clicked they open the editor and select the path.
  • New: Path Editor: Only the selected path displays the editable nodes
  • New: Path Editor: When adding nodes, you can keep clicking to add new nodes.
  • New: Path Editor: When adding nodes, press the escape key to back out of adding nodes and move them instead.
  • New: Path Editor: When you open the editor for the first time with a path added from load, it will auto select
  • New: Path Editor: No nodes are displayed in play the game mode
  • New: Path Editor: You cannot select a sceneEntity when adding nodes.

V0-9-1_Image_01

Updated: Skyline Particle System

Skyline’s particle system has been updated to use animated textures increasing the amount of different effects you can make for your games.
Now you can make your nuclear explosions and weather effects even more realistic by altering the texture applied over time.
Currently Texture atlases are not accepted, only textures stored in a folder individually named.

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MySprite_0.png
MySprite_1.png
MySprite_2.png
MySprite_3.png
etc…

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You can have an unlimited amount of textures to run through though.

  • New: Skyline Particle: You can now use animated textures as single frame files. Each one should be “myparticle_(frameNumber).ext”, frames start at 0.
  • New: Skyline Particle: Now saves and loads animated textures
  • New: Skyline Particle: Animated textures are resource collected.
  • New: Skyline Particle: When loading a particle that does not exist in resources, it will now offer you choices.

New: Camera Entity Upgraded

The Camera SceneEntity has now been upgraded, that you can have multiple in the scene and switch from one to the other.
This system was upgraded because it wasn’t easy to control. It was not easy to script the camera to do multiples in one cam.
So we now can place as many cameras in the scene as possible. We have also set up some great camera defaults that will get you up and running with some games types quickly and easily.

Use the lua command: “camera.setActiveCamera(eid)” to change the active camera. Each camera can be of different modes and properties.
As with all systems, there will be a few bugs, but please report them back and we will get them fixed.

Here is a list of the new features.

  • New: Camera can be activated and take over the current viewport.
  • New: Custom Camera Mode: Adventure mode – Legend of Zelda style camera
  • New: Custom Camera Mode: RTS mode – has built in movement around the screen aswell.
  • New: Custom Camera Mode: Fixed Direction – simple fixed direction camera that tracks and moves with the player but has no rotation apart from the looking angle.
  • New: Custom Camera Mode: Closest To Target – With the use of reference cameras you can switch to the closest camera nearest to the targeted object.
  • New: Custom Camera Mode: FPS – Fixed camera that will rotate with the object.
  • New: Custom Camera Mode: Chase-This is a lerped movement position camera that is similar to the action “Player Camera V2″.
  • New: Custom Camera Properties for each new mode, only the relevant properties show.
  • New: Look at object with optional offset.
  • New: Reference Camera – this can will be used to grab entity position and rotation. The reference camera are to be used with the closest to target.
  • New: Follow Path: Camera can now follow any path and change on the fly to the next path.
  • New: Follow Path: 3 types of camera follow:
    • New: Smooth Spline based interpolation. This also uses a smooth Squad rotation method provided by 2 quaternion rotations and 2 tangent quaternions.
      (currently has problems blending between end node and zero.)

    • New: Direction to the next node based with smoothed camera slerp rotation – has problems with slower framerates.
    • New: Bake to an animation, this is similar to the first apart from it is not a programmable camera. This will eventually be used as part of a cinematics system.
  • New: Follow Path: Move speed and rotation factors can be controlled(the rotation speed only works on the direction to next node.)
  • New: Follow Path: Choice to rotate the node on the track or control it yourself.(baked animation cannot though)
  • New: Follow Path: For the direction to next node – it has a path accuracy so it lerps more smoothly but less accurately. Similar to vehicles and characters.
  • New: Follow Path: Reverse path – currently supported on the direction to next node.
  • Updated: The Cameras FOV was strange and never matched the editor cam. This is now fixed.

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