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Development Update - May 21st 2016

Posted by SolarPortal 29/01/2018 13 Comment(s)

Hey, its been a while since we wrote a blog for you guys and we just want to keep you informed of current developments and how things are going.

Well, as some of you are aware, we are having to move house in a month which is very tough for us as it was the anniversary of our loved one we lost last year on the 18th May and we have an inquest no the 23rd of this month also. At the same time, our landlords decided they wanted to sell our home which means we have been frantically trying to find somewhere else to live in such a hard time.

By no means, does this mean skyline is not getting developed, but it does mean there is less time to work on it as there was before as we are out most days visiting houses, filling paperwork in and also dealing with the events of this month. One could say life has really kicked us in the backside this past year and we are trying our hardest to keep things moving. However, having the support of our userbase is a huge thing to us and the support we get of you guys keeps us going each day. So thank you!

As for the main jobs of skyline at the moment. Hannah is filling up our greenlight page while i am integrating SteamWorks into the Skyline Game Engine, but recently it has been discovered by a few users that the End game that is exported through skyline is not as good as it can be. This means i have switched tasks to now working on bugs and stability for the game exporter so certain users can release their levels to the public to really show off skyline which we are looking forward to.

Many things have been fixed and a release could be a week or 2 away now, so i wanted to show what things have been added, updated and fixed to keep you all up-to-date and to show that skyline is STILL DEVELOPING and we will not be stopped by anything! lol :D :D :D :D So here are some of the changes you will see in the next release :)

New:

  • New: Editor - Asset Manager: On the toolbar is a new icon for the Batch Rotate which is next to the
  • New: Editor - Asset Manager: The RMB context menu on the explorer tree view now contain "Convert > Batch Scale all meshes"
  • New: Editor - Asset Manager: The RMB context menu on the explorer tree view now contain "Convert > Batch Rotate all meshes"

Updated:

  • Update: FBX Converter has been upgraded to the "Autodesk FBX SDK 2017.0.1"
  • Update: Editor lights when playing the game are hidden as they showed all the time before and reset back on stop.
  • Update: End Game can now reload assets on the fly from the archives of .pak or .ark in editor. This means games archived or not will look the identical.

Fixed:

  • Fixed: Game Export: There was still an error regarding IBL being disabled in an end game and showing with IBL.
  • Fixed: Point light debug utilities no longer show in the player or end game.
  • Fixed: Action: SkyParticle: Double sided was not saved to action data string or loaded back.
  • Fixed: Lua command fpsSystem.setHasAmmo would crash if wrong entityID or actionID were provided.
  • Fixed: Lua command fpsSystem.playReloadSound would crash if wrong entityID or actionID were provided.
  • Fixed: Lua command fpsSystem.setWeapon would crash if wrong entityID or actionID were provided.
  • Fixed: Lua command fpsSystem.setKO would crash if wrong entityID or actionID were provided.
  • Fixed: Lua command fpsSystem.setPosition would crash if wrong entityID or actionID were provided.
  • Fixed: Lua command fpsSystem.setPositionString would crash if wrong entityID or actionID were provided.
  • Fixed: Lua command fpsSystem.damagePlayer would crash if wrong entityID or actionID were provided.
  • Fixed: Lua command fpsSystem.setAsPlayer would crash if wrong entityID or actionID were provided.
  • Fixed: When parsing a weapons file, the auto shoot sound was not included in collection.
   

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