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{{legit}}{{Db2}} '''Skyscrapersim 2.0 Alpha 9 / 1.9''' was the 10th release of the 2.0 releases. It was released on March 4, 2015. This version has 21 builds. == Changelog == #added new [[Underground]] building #cleanups in relation to ShowFloors arrays #fixed a conflict between Group listings and ShowFloors lists, and cleaned up EnableFloorRange function #the print command can now be specified by itself, to print a blank line #many script commands would crash if given no parameters; this fixes the issue #([[Triton Center]]) 135th floor description fix #made new floor list report and FloorInfo command, and migrated the ListAltitudes feature into that #added Floor Information button to the control panel #added current floor name to the control panel #fixed an interior window positioning issue in the [[Simple]] building #prevent shaft door reset if full shaft is enabled #EnableGroup function in floor object will no longer touch shaft or stair objects if they're currently fully enabled #disabled some warnings on Visual C++ #fixes to action array checks of Control and Trigger objects, to prevent crashes if no actions are associated with the object #more elevator object checks for elevator editor #reset door reference in elevator editor, to prevent issues if elevator is deleted #added Mac key hints to control reference and readme #the elevator editor's floor selector now only shows the related serviced floors #(c++)reworked shaft door and elevator door ClickedObject code to newer design #(c++)elevator shaft door wrapper objects now store associated floor number #(c++)remade call button code in ClickedObject function, to remove legacy code #call buttons can now be deleted using ctrl-alt-click #controls can now be deleted by ctrl-alt-click #objects are now deleted by ctrl-alt-click instead of just ctrl-click, to prevent interference with ctrl walking modifier #added reporting to elevator door sensors #added new actions for enabling and disabling elevator door sensors #reworked action run code, to prevent duplicates #call buttons now check if elevator objects are valid, to report accordingly #brought back shift-click call button functionality, to change light status #objects are now locked/unlocked by holding ctrl-shift and clicking instead of just shift-click, which fixes conflicts with using shift for running #added transparent button background texture (transparent.png) #elevators now update floor indicators and floor beep sounds when either passing a floor altitude, or beginning to level at a floor #prevent elevators from updating floor number during leveling mode #added more verbose file load error messages #year update #fixed Visual C++ 64-bit build options #updated Visual C++ 2010 build parameters #added message sound status checks, to prevent repeats #removed [[Palace Hotel]] on author's request #added support for sounds in call button objects #added numeric checks to the Calc function, to fix issues with the Calc function hanging on filenames. Also removed the related work-around code for skipping parameters. #fixes and cleanups to verbose output #replaced elevator's message sound and floor sound objects with a single announcement sound object, and sounds using this are now queued to prevent overlapping #added sound queuing support, using PlayQueued and ProcessQueue functions #added reporting functions to Sound class #elevators no longer play floor sounds (floor announcements) if on the same floor as hall call #fixed crash that happened if the object move window was visible while the object was deleted #(Triton Center) Shaft 17 (core utility shaft) now displays interfloors, bottom floor while inside it, and lights #added ShaftShowInterfloors command #Object Information window now displays correct line number information (adjusted for includes), and also related include filename #split line number calculation portion of script error code into a separate function #added List Textures button to control panel #added script commands ListAltitudes and ListTextures #texture listing now supports showing filename #added more verbose output for texture loading functions #fixed texture overrides; texture functions now unload previous material if a new one of the same name is specified #(C++) added UnloadMaterial function and fixed UnloadTexture function #(C++) split off texture multipler registration into separate functions #(Triton Center) Residential service elevator texture orientation fix #added emergency stop motor sound #queued sound position option in sound code, to prevent repeat applies of the setting #fixes for SetPlayPosition and GetPlayPosition in sound code for fmod, used by AutoAdjustSound #added the AutoAdjustSound to the INI file, originally added in rev 1824 #added support for separate car and motor emergency stop sounds #uninitialized value fixes (meshobject rotation) #during an emergency stop, the car stop sound is played if an emergency stop sound isn't specified #verbose mode now reports details on exactly which car/motor sounds are played, for start, move, and stop #reworked elevator car/motor sound code and moved into separate functions #renamed the "mainsound" sound object to "carsound" #added support for a separate emergency stop car sound and speed multiplier #fixed an issue where the elevator editor would display too much call button output in verbose mode #split the create_walls option in the FinishDoors commands into separate doors_walls and track_walls options, and updated guide #fixed issue where elevator nudge mode would become active if elevator was in fire phase 2 mode on alternate recall floor #partial floor range in ShaftShowFloors command is now shown regardless of elevator moving #added IsBoolean function (C++) #enhancements to the ShaftShowFloors command #button title fix (elevator editor) #fixed issue where FinishDoors function was not properly reverting the DrawWalls state #removed bounding box check in stairs code, since it was failing on stairwell floors that contained no geometry, but were still valid #fixed "InStairwell" status #interfloors are now shown for adjacent floors, in order to match the original design concept #fixed columnframe and interfloor checkboxes in the mesh control dialog #added Mesh Control dialog option to enable/disable interfloors #added functions to enable/disable interfloors #fixed main filename case #fixed Caelum sky rotation #changed Caelum start time to 10am instead of noon #removed SkyMult INI file parameter, and the Caelum sky.os file now configures this #added a check to make sure elevator serviced floors are valid for the associated shaft #added basic group state check to floor object, to prevent repeated enables/disables during ShowFloors functionality #floors now report in verbose mode when they're enabled/disabled #fixed an issue where the ShaftShowFloors command would cause the destination floor to become disabled #check floor enabled state before enabling/disabling floor and group #mentioned reverse floor ranges in script guide #fixed an issue where sound objects were playing during startup, and cleaned up related code #removed full screen stay-on-top flag #fixed an issue restoring fullscreen mode on Windows after a reload (using ctrl-r) #added info on 'b' key FOV reset #added binoculars FOV setting to the camera control window #fixed a typo for the reload feature in the control reference #added binoculars mode #(Triton Center) fixed crossbracing texture tiling and some mechanical interfloors #removed the Cut function's "checkstring" functionality, which reverts a "fix" from 2783 which broke filler walls in many existing buildings' elevators. The original functionality never really worked, and the removal of it appears to work fine #data type fix for negative dest values. Also fixes an assertion in debug mode #fixes to automatic filler walls function, to prevent z-fighting issues #right-clicking controls now reverses direction of selection #all shaft doors must now be fully closed for an elevator to move, when interlocks are enabled #actions now return the status of the commands run #controls and triggers will now only change position if the action succeeds #controls/triggers with multiple parents or actions succeed if at least one action succeeds #control/trigger sounds now only play if the position changes #fixed a message loop in verbose mode if certain elevator sounds can't be loaded #added more return codes and "loaded" status to sound code #cleaned up elevator mode switching, so that certain modes must be explicitly disabled before enabling another mode #ACP mode now uses standard queuing instead of Go function, which fixes a malfunction if used while another call is being handled #the elevator Go function will now exit if elevator is already moving #added floor ID reporting to Go function #floor signs now take the shaft door offset into account when created #added Renderer entry to Stats dialog #fixed an issue where shaft doors would stay disabled if pressing F6 (resetting position) while in an elevator #fixed logic behind 'force' parameter for shaft and stairs enable checks #changed [[Glass Tower]] 138 floor sign to say "R", and also minor wall fix #reload function now restores camera floor, gravity, collisions, and freelook options #added elevator floor signs to the Glass Tower #when deleting shafts, they must have associated elevators deleted manually first #sensor actions created by elevator doors are now removed along with the doors #floor deletions now fail if a shaft or stairwell depends on that floor #fixes to GetFloorNumber function to allow deleting the current floor #lots of reporting fixes and cleanups #added shaft and stairs existence checks to EnableFloorRange #elevators can now be deleted during runtime #call buttons are now created with directions based on the combined range of all elevators, instead of just the first one specified. #added a forced resize during a building reload for Linux - fixes rendering issues #camera rotation values are now updated properly. This fixes the rotation display in the control panel, and also fixes rotations during a building reload #call shutdown() on Ogre root instead of delete, to fix a crash on certain systems during shutdown #fixed malfunction in trigger code due to an uninitialized position value #fixed setback positionings in Sears Tower model in Triton Center #added antennas to Sears Tower model in Triton Center #tiling fix for Triton Center top (143) interfloor #added missing keys to control reference #added explanation of interfloor areas to script guide #floor skip text can now be disabled by setting it with an empty value #nudge setting in elevator editor now works properly on a per-door basis #added door sensor item to elevator editor #added "sides" graphic for script guide #some needed fixes to the [[Observation Tower]] #added floor signs to Simple building #trim whitespace on GetAction() input string #added option to change nudge option for door hold command, used by Sensor action #added Sensor and Reset actions, used by sensors #added support for elevator door sensors #elevator parameters now properly calculate numbers #repositioned Glass Tower's rooftop elevator motor #moved Glass Tower roof structures to external mesh #added use of VerifyFile to building file loader, to fix filename case sensitivity on Linux and Mac #removed "starting time" entry from stats dialog #fixed parameter count checks in script interpreter #script includes now use VerifyFile which fixes case sensitivity issues on Linux and Mac #file not found errors for script includes now handle exceptions properly #moved Triton Center mech penthouse roof to separate floor #fixed issue with cutstairwell and cutshaft commands introduced in rev 2047 (in Alpha 7), that caused external meshes to cut a floor too high #removed unnecessary pauses #added support for function nesting (calling functions within other functions) #reworked the script error reporting code, to fix reported line number breakage when using nested includes #updated guide to explain include and function behavior #a warning is now shown in the console when a function is defined again, and the redefinition is skipped #return empty strings instead of nulls for c-string functions. Fixes some crashes #added atrium floor spacing in Glass Tower #added progress dialog for script load #added EndPoint function #moved Print command to end, which allows certain command results to be printed properly #added AddCustomFloor command #(Glass Tower) added basic Peerless building and ground based on spotting blueprint from movie #(major) fixed an issue where the submesh processor would skip, leaving unused triangle data. This was causing Prepare() to malfunction and sometimes visible corruption #Action Viewer now displays multiple parents #added ability to delete actions from the Action Viewer window, and fixed some cleanup issues involved in the deletions #added AddActionParent and RemoveActionParent commands #action viewer now refreshes list #actions created by button panels are now deleted along with the panels #walls of root object (SBS) meshes are now children of those meshes instead of root #fixed a vector overrun in RemoveFloor function (element was removed before accessed) #do not process geometry buffers if no data exists - fixes a crash on Windows #manually deleting floors now deletes any walls created in the "external" mesh #reset collisions when deleting objects, and clear last_collision value - this allows objects the user is touching (or standing on) to be deleted #added check to prevent floors from being deleted out of order #elevator doors can now be deleted properly during runtime #added round math function #added new math functions log2, ceil, flr, and rnd #fix for texture distortion issues on main menu #added option to turn off automatic filler/connection walls for elevator doors #math function fix - removed the need for a space before the function names #fixed default locale setting - this solves script error issues when running on machines with different locale settings #texture functions now report in verbose mode only #fixed StartsWith() function #added advanced math functions to script interpreter #added power-of operator to Calc function in script interpreter #added Ogre 1.9 compatibility #combined floors 65 and 66 in the Glass Tower #cmake and source fixes for Ogre 1.9 compatibility #orientation fix for old sky system #added RenderOnStartup option, which renders the building as the script is processing on startup #fixed an issue where most new meshes would need to be disabled and re-enabled to be visible #cmake script fixes, and svnrev is now run automatically #fixes to main window sizing #fixed issues with main menu and mouse clicks being off on Mac, due to client size being different than window size #fixed shutdown crash due to MainScreen::OnClose being called twice (mainly on Mac) #made missing files dialog larger #fixed issue where rotational degree values would show 360 instead of 0 #added OpenMessage and CloseMessage elevator parameters #script processor now using main frontend loop for processing #fixed an issue where main window would not resize back when exiting from fullscreen to main menu #object list in objectinfo dialog now refreshes automatically #switched DisableSound to a frontend option, which now changes it for the whole app #removed unused options from INI file #WalkBrake and RotateBrake options now work #removed LookAccelerate, BodyDepth, LegsDepth options #fixed GetObjectPosition() for elevator doors, so now their position shows up in the MoveObject window #fixed Camera::Rotate() function; relative rotations now work in camera control window #Bullet: disabled penetration recovery, which fixes issues with stairs stepping #added frame smoothing feature, configurable in the INI file #removal of wxWidgets code from the SBS library #new SBS timer system #added while statements #added delete command #added runaction command #action names with spaces now work from scripts #functions can now be called properly from IF/While statements #added duplicate function check #keycode fix for Mac version - fixes some key recognition errors #switched to in-app console window #control panel sizing fix #removed unused RenderOnly and InputOnly options #script viewer no longer shows included code #rename and cleanups of collider recreation when adding/deleting objects during runtime #fixed issue where meshes wouldn't be immediately visible if walls were added to them during runtime #fixed an issue where control panel buttons failed to work upon a building reload #command box in console now clears on send #added echo option to console window (displays typed commands) #fixed an issue with the main window not raising properly on startup #fixed a startup clear screen issue #switched log output to new in-app console window #addition of main console text box in console window #moved system over to Ogre logging facility #all logging is now written to skyscraper.log #debug console (text) output can be turned on and off by INI file parameter #script processor is now persistent #added missing note about ctrl-r reloading current building to key commands list #added script deprecation warnings, which can be enabled in the INI file #removed unused GetWallExtents function since the command version is more useful #script interpreter cleanups #fixed a parameter check for parameters specified after equals signs; would previously treat empty text as a single parameter #updated syntax in Simple building #added ReverseAxis parameters to the script guide, which were missing #added ability to disable Bullet for testing #fail and switch to old sky system if Caelum fails to init #disabled elevator arrival notifications and floor sounds/beeps when in service modes #disabled elevator door open/close functions while in Fire Phase 1 recall #added needed object existence checks to functions that use the object array directly - without this, crashes were happening when doing an object scan after an object had been deleted #ACP mode now uses the elevator's Go function, and now works properly #elevator "Go" function now turns off elevator floor light when reaching destination #fixed some door closing issues in Fire Phase 1 mode #added exterior up/down controls to [[Simple - Manual]] building, and interlock switch for testing #added support for modern manual lifts, that require the floor button to be held to proceed to that floor, via the FloorHold parameter #script interpreter section reordering and cleanups, fixes variable processing issues, and duplicate functions have been removed #added fire switch keys to Simple, Triton Center and Glass Tower elevators #added landing zone area for automatic releasing of interlocks #added new section of items to elevator editor, and added some other misc things #added basic elevator interlocks, along with actions #fixed button/control texture multipliers - this fix will break previous buildings' buttons and controls if they use size multipliers other than 0 or 1. Previously changing the size would mess up the button positioning #updated Simple building with internal and external fire switches #added more texture content #added fire service enable function to call button code; switching one elevator to fire service phase 1 now switches all elevators in same bank (all being serviced by the first call button on recall floor) into fire service mode #added elevator door open/close button hold feature (constant pressure support), for certain modes such as independent service and fire modes #renamed CancelLastRoute to CallCancel #major reworking of fire service modes to make them more realistic #added reversals to door opening, used in fire modes to reclose the doors if open button is released #major Glass Tower lobby changes; atrium base is now the Atrium level (previously mezzanine) to match movie depictions of the Hyatt Regency and Bank of America buildings #added full support for manual elevators #fixed issue where floor would turn off when closing shaft doors even if ShaftShowFloors is enabled #added "0 to disable" options for DoorTimer and QuickClose parameters #added AutoOpen parameter #added OpenOnStart parameter #added new Simple building with manual doors #added OpenExt and CloseExt actions #added more elevator and shaft door actions #updated to OGRE 1.8, and updated meshes to newer format #Glass Tower texture mapping fix for top of front setback pinnacle #fixed camera control X axis reversal #fixed action control centering #added functions to support elevator returning/releveling to nearest floor after disabling inspection mode #added 'return' function in elevator actions list which returns to the nearest floor after a stop #added more checks to door "in use" status - fixes issues where elevator doors would misbehave if automatically moving and a manual open/close was run #removed OIS requirement from cmake #minor correction to local elevator range in Sears Tower #fixed Glass Tower floor height typo in the floors 80 to 85 section (it erroneously added an extra foot to those floors) #added dialog for moving objects #fixed "hold" option for camera relative rotation in dialog #fixed rotation quirk in dialog that allowed values outside of correct range #array cache tweaks #fixed DynamicSky script parameter #added additional check to elevator service modes to prevent random activity #elevator parking is no longer run while in a service mode #fixed elevator availability check for LimitQueue #added elevator queue reversal when arriving at top/bottom floor; fixes call quirks on those floors #fixed issue in elevator_doors.txt script that prevented dual-speed left doors from closing properly #switched user variable system over to named variables #extended range of characters supported by the text-to-texture system #Updated Visual Studio project files for VS2010 #added popup error messages for sound errors #added gpu program checks for Caelum initialization; should switch off Caelum on problematic graphics cards to prevent reported crashes #moved SBS initialization code into contructor #removed obsolete shaders variables #fixed issue where some wall handles wouldn't be deleted, due to a changing handle array size #centralized number conversion into new ToString functions #fix for textureoverride/textureflip states #console output fix #INI parameter fixes #AddFloor parameter fix #removed tchar for wxwidgets unicode compatibility #random activity is now ignored if related elevator is in service mode #added parking notification #script interpreter performance improvements #performance fix for GetTextureMaterial function #fix for material polygon reporting #fixed misuse of vector preallocation, performance improvement (fixes bottleneck when creating thousands of floors) #function speed improvements in script interpreter #added function name and calling line to script error message #misc performance tweaks and cleanups #old sky is now used if Caelum fails to start (previously the sky would end up being black in this case) #fixed crash that would happen if Caelum wasn't initialized properly #swimming pool model material fixes #turned off texture lighting option by default #added calc ignore checks for other filename parameters #added StairsShowFloors and ShowFullStairs commands #moved stairs, shaft and elevator checks into respective classes #some tweaks to IsInStairwell checks #removed some obsolete stuff (including shaft type parameter) #added ShowFullStairs to Triton Center's West Stairwell #added railings to Triton Center #fix for disabling old skybox #added ability to delete models and doors with ctrl-click #added pool to Triton Center #fixed a defect in the CutAll floors operation - was cutting through all floors associated with shafts/stairwells - now only cuts through current floor as described #added check to prevent crashes when deleting an object user is standing on #fixed creation of collider body which was causing crashes when loading collider meshes #added support for skipping calculations on model filenames - fixes an infinite loop [[Category:Skyscraper versions]]
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