August 18 2025 build
It contains only the files in SVN, and can be safely downloaded to your computer. |
It contains good information related to Skyscraper Simulator. |
This build is a bugfix release, and contains some major fixes for systems in Skyscraper.
See the previous build for more information on the recent new features: [[August 16 2025 build]
The Destination Dispatch indicators are now fixed, I fixed three issues with them. The first was in the video I posted, where the timer would randomly shut off the indicator. The second was that I increased the timeout timer delay to 3 seconds from 2, which should make it easier to type. I also fixed the input timer's restart functionality, so now it should work correctly.
This build introduces full support for the new 3D Cut() function, which is now used by everything in the simulator. The previous builds had broken support for it, but I've managed to fix the remaining bugs and it's working much better now. Keep an eye on cuts, since there could still be an issue with it, but it looks like it should be fine. This new Cut function was originally generated by GPT-5 using some AI training I did, and it was heavily modified and fixed up by me.
For the elevator button texture issue, I reverted the last texture change that I made since the 2.0 release, and so I'm hoping that'll fix it. The change wasn't really needed, so I reverted it.
The wall click selection logic has been completely remade, and should now work correctly. The last time wall clicking worked well, was in the Crystal Space versions (from 2012 and earlier), the Ogre versions have always had a very broken wall click system. This new method was again originally written by GPT-5 but heavily modified and enhanced by me. Since everything in the simulator is made up of triangles, the code now stores the ownership information (the associated wall and polygon object) in the mesh's new triangle table, and does a lookup using that.
I found and fixed a major issue in the automatic sim engine bounds logic code, what was happening was that it was setting the engine bounds without rescaling them to the internal SBS value (the UnitScale value), resulting in the sim engine boundary only covering a portion of the building, and not the full thing. This was resulting in situations where you'd fall off the edge of the simulator while entering an elevator, etc. That automatic bounds feature is new for 2.1, and has the simulator calculate the engine bounds instead of you having to do it manually, if you'd rather it be automatic.
Changelog:
- For indicator objects, properly restart the shutoff timer, and make it one-shot so it doesn't loop the shutoff
- PolyMesh: relax edges of bounds in Cut function for large, flat polygons such as ground/landscape
- Revert "TextureManager: when loading a texture, unload the previous texture if it exists, instead of exiting"
- PolyMesh: remade the wall-click selection logic; Mesh objects now store ownership information for each triangle
- SBS: updated HitBeam() function to return polygon ownership in addition to wall
- SBS: increase call station timer delay from 2 to 3 seconds
- SBS: properly restart call station input timer
- PolyMesh: add a merge check to CreateBoundingBox()
- PolyMesh: when creating the bounding box, the vertices need to be converted to Local space first
See also
- Previous build
- Next build
- Development Builds