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Skyscrapersim 2.0 Alpha 11
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{{legit}}{{Db2}} '''Skyscrapersim 2.0 Alpha 11 / 1.11''' was the 12th release of the 2.0 releases. It was released on March 10, 2023. This version has 18 builds. == Changelog == #fix FMOD version number reporting #Only play floor sound during an elevator's standard arrival notification #Exit app when Alt-F4 is pressed, this is a fix for Windows builds #Added the ability to dump shaders to a folder, used for RTSS debugging #Exit if a fatal render operation is encountered #Consolidate ComputePlane functions into a single function #Call button should store the call direction for the NotifyLate feature #Elevator should always perform arrival notification if on the same floor as the call, unless NotifyEarly is -1 #use NotifyArrival() for callbuttons opening elevator on same floor #elevators now follow the NotifyEarly and NotifyLate parameters if elevator is on the same floor #Directional indicators no longer light up for non-calls when ChimeOnArrival is false #Added support for setting separate early chime sounds #Added a value of 3 to the NotifyEarly command, which combines both options 0 and 2, having the elevator notify/chime twice #Fixed a cut issue on the [[Triton Center]]'s floor 119 stairwell, where a ceiling piece prevented the user from going up to 120 #Added PressUp and PressDown callbutton actions, which play the press sound in addition to initiating the related call #People objects now are able to play call button press sounds #Added NotifyLate parameter to Elevator Editor #added option to NotifyEarly to turn off standard elevator arrival notifications #added elevator option NotifyLate which performs elevator car arrival notifications after the doors open #The CreateCallButtons command can now specify separate up and down sounds #Added AccelJerk and DecelJerk elevator parameters, which were missing #Fixed a crash in the function processor, the crash would happen if a closing parenthesis ")" was specified before the function's closing parenthesis. #camera pitch fix by NoNoTeal (contribution) #Updated documentation for Windows builds #Fix for the AlarmSoundStop parameter #Switched CopyTexture() main function to blit instead of blitFromMemory, this appears to fix reported texture copying problems #Exit with a script error if specifying an invalid level, this fixes a number of crashes #Mention stairwell number in error messages #Added more verbose error messages, and fixed another crash #Added functions to enable/disable shadows on meshes and textures #Fix for LoadTextureCropped command, the CopyTexture() function was doing a full-size texture copy when it was supposed to only copy a portion. #Fixed a bug in GetMeshObject() where the shaft or stairwell number would be invalid if a model number was specified #Added INI file option for ambient lighting #Added lights to elevators in the [[Triton Center]], and only have light creation message in verbose mode #Renamed Stairs object to Stairwell #Report on Shaft and Stairwell creation #Switched Shaft and Stairwell objects over to Levels design #Added a [[Simple - CameraTexture|Simple CameraTexture]] demo building #Added an elevator shaft security camera to the [[Triton Center]] #Added CameraTextureControl dialog #Added Action support for CameraTexture object, and added Triggers to both buildings to only turn on the camera when nearby the screen #Added Action support for lights #GetObject() will now search for the object name, and the "parent name:object name" combination to find a result #Fixed a crash that would happen if a DynamicMesh mesh object was deleted after the related client's scenenode was deleted #Have Echo option checked by default in Console window #Delete flash timer in destructor #Text box sizing fixes for Mac #Show horizontal scrollbar in Console window #Added Clear button to Console #Fixed some initialization issues #Added an INI option for shadows, and disabled by default #Shadows are now working, but have a render error on startup #Added an Ogre frame statistics bar #Disable dynamic lighting on lit textures, in order to retain the lighting effect such as on indicators #simplified light functions #added SetDirection and LookAt scenenode functions, these need to be tested #Properly compute normals for 3D geometry, this partially fixes lighting issues. #Report loaded textures, no need for it to only be in verbose mode #cleaned up the PolyMesh geometry system, mostly to remove the double-vector (multi-polygon) structures #Removed Console's ability to hold positions, due to problems. Fixed the text display, and removed the "Fix Scroll" button. #Changes for macOS (#8) (this was the first 3rd-party contribution to Skyscraper ever, I modified their changes and committed), this mainly fixes an issue with Retina displays. #Reset view mode on SBS shutdown #added a test light for the first floor, and one for each elevator #Fix for a crash that would happen when Caelum fails to load, the user exits to the main menu and loads another building. In this, the default skybox will be loaded on that restart situation. #Run malloc_trim to free memory to OS on individual sim engine shutdown also #Free unused hardware buffers in UnloadSim() #On Linux, release as much free memory as possible when exiting to the main menu, using malloc_trim() #fixed an issue where the app would hang on Mac #enhanced build system for Linux #Mac version is now packaged properly #make sure lighting is off by default on models #added CPU architecture to Stats window #updated Caelum resources to work with GL3+ renderer #updated build system, mostly for Mac #allow lighting to be turned on from INI file, as an experimental feature #upgraded wxWidgets (the windowing system) from 3.0.2 to 3.2.1 #upgraded Ogre (the graphics rendering engine) from version 1.9 to 13 (aka 1.13) #upgraded the FMod soundsystem #enhanced Linux build system #put source code on GitHub, with most of the development history #removed svnrev (this added the svn revision to the Skyscraper version, removed due to the move to Git) #increased size of main menu, and added a new background image (this may change in the near future) #increased size of main window #updated Linux build instructions #removed the DirectX9 rendersystem plugin, because it doesn't work anymore, use OpenGL instead. #Mesh needs to catch exceptions on unload, to prevent certain crashes #Don't use deprecated double buffering function #Removed compatibility support for Ogre 1.8 #Fix for mesh removal on shutdown #Enable auto title #Added support for running under Wayland (Xwayland) #removed SVN ID tags #Don't create Bullet character and shape if turned off '''2018 and earlier development:''' #call buttons now fail the active elevator if it encounters a movement processing error, fixing an issue where the call button would hang if an error occurred #for controls, OnUnclick should not reverse the selection position if the previous action failed, since the reversal already took place #added function name to SetHoistwayAccess errors #([[Sears Tower]]) removed the floor on 108 #([[Sears Tower]]) shaft fixes #([[Sears Tower]]) switched freight elevator doors to center dualspeed #([[Sears Tower]]) interfloor fixes #([[Sears Tower]]) added freight elevators 4 to 6 #([[Sears Tower]]) added freight elevators 2 and 3 #([[Sears Tower]]) added additional freight elevator shafts, and others #reset new_time variable when unloading sky system #have sky system reload if the primary engine/building is reloaded #added coordinates for [[Sears Tower]] #added more deprecation warnings #added separate riser texture and tread texture options for Stairs and Escalator objects, to help fix texture issues #added INI file option to use the system time as default, if not specified in a building file #put SkyName into Caelum INI file section #trim off second's decimal point #added a button to the Sky Control window to get the system time #added ability to use system time as the DateTime value for buildings #added ability to set the time scale (using the TimeScale value) for buildings #elevator doors should not automatically enable nudge mode timer when Fire Service Phase 2 is on #renamed Min/Max functions to simplify #switch Swap usage to std::swap #add missing parent_deleting flags #properly store shaft cut values #([[Triton Center]]) added new objects to building #added support for creating elevator and counterweight rails #added CounterweightStartSound, CounterweightMoveSound and CounterweightStopSound elevator parameters #added counterweight and rope textures #added RopePosition and RopeTexture elevator parameters #added GetExtents and ChangeHeight polygon functions #([[Simple]] building) extended shaft above building roof #added CreateCounterweight function #(Vehicle) the 'created' variable needs to be initialized #require chassis to be created when creating vehicle #added more checks to prevent crashes on vehicle creation #make sure errors are reported when trying to recreate a vehicle with the same number #(doxygen) disabled RTF and Man page formats #allow deleting of walls in meshes such as "external" where SBS is the parent object #don't create colliders for rope meshes - this also fixes the variable that switches off automatic collider creation #added more profiler probes #switched profiler box to text box #added INI file keyboard configuration #split keyboard configuration off to separate file #check existence of camera object - this fixes a crash that happened when driving a vehicle to another sim engine #DeleteWalls needs to clear Walls array when finished #DeleteWalls needs to delete polygons before deleting wall object #added GetBounds function #added vehicle demo building #font name fix #added support for separate up and down elevator movement speeds #don't report a generic error message when creating the primary car. This allows the specific error messages on car creation to be reported. #added vehicle support #added OgreBullet data #added VehicleManager object #adding support for crouching #ensure that font texture coordinates are valid, to prevent a crash #update to Visual Studio 2017 #support decoding of MP3 files, since the patent has expired #GetUpControl and GetDownControl should search for control's action name instead of index number #moved lock code to separate files #build warning fixes #added more tooltips to the Elevator Editor #added support for updating status of all elevator controls either on startup or while running, so that the controls match the mode states #partially reverted revision 4631; this fixes an issue where the nudge timer would fully reset every time the elevator doors re-open #fix for OpenOnStart parameter, for it to work when an elevator is stopped on startup #added RunState elevator parameter #add error reason to sound init #allow non-emergency stop in fire phase 1 recall mode. This fixes an issue where an elevator wouldn't recall when the mode is activated and the elevator is moving. #converted 'float' values to Ogre's Real type (defaults to type 'double' precision) #fixed an issue where the Caelum sky name wouldn't be reset for subsequentengines on startup #added support for call button destination floors engines on startup (feature currently disabled) #Integrated all engine reporting into ObjectBase class [[Category:Skyscraper versions]]
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