November 7 2024 build

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Revision as of 16:34, 9 November 2024 by Elevator1512 (talk | contribs)
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This article is legitimate.
It contains good-faith information, such as an existing building or content.
This article describes a development build of Skyscraper Simulator.
It contains good information related to Skyscraper Simulator.

I've included some fixes which might improve performance a little, and runtime performance. The main one is that I found that it was running the Prepare() function every frame, and should only run it once after a script completes, so this was fixed. The console would fill up with dynamic mesh notifications in verbose mode, this has been fixed too.

Due to name clashes, City.bld is now "City Simulation.bld".

A serviced floor manager has been added to the Elevator Editor window, currently it just calls the C++ functions AddServicedFloor() and RemoveServicedFloor(), the latter also removes shaft doors.

For more information on recent changes, see the previous build post.

Changelog:

  1. Switched usage of vector push_back to emplace_back (C++11)
  2. Split off startup screen into it's own class/object
  3. Removed unused Headless mode
  4. Fixed prompt delimiter (Console window)
  5. Move tricollider value based on physics, to the EnablePhysics() function
  6. Collider mesh creation fixes, the mesh needs to be loaded from the EnablePhysics() function
  7. fix for Vehicle support
  8. Renamed City building to "City Simulation"
  9. fixed indentation in the "Simple - Vehicles" building
  10. Added a vehicle to the city simulation
  11. added a serviced floor manager section to the Elevator Editor
  12. Only report the dynamic mesh prepares when reporting is on, this fixes an issue where it would be filling up the console in verbose mode
  13. Only run Prepare() once after a script is loading, and keep track of if an engine needs to run Prepare() again
  14. Use "Windows" instead of "Console" subsystem when building for Windows (avrdude contribution)

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