August 20 2025 build

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Revision as of 20:09, 20 August 2025 by Elevator1512 (talk | contribs) (Created page with "{{OB}}{{db}} I'm trying to get these builds out frequently due to the recent major bugs, but there's not many left, the ones that are left are mainly related to positioning issues when starting the simulator or similar. In this build, a memory corruption issue was fixed that happened when click-deleting objects. I don't know if anyone noticed that, but deleting objects that way would quickly crash the whole simulator on recent builds. I've made more tweaks and fixes to...")
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This is an official build of Skyscraper, made by eventhorizon.
It contains only the files in SVN, and can be safely downloaded to your computer.
This article describes a development build of Skyscraper Simulator.
It contains good information related to Skyscraper Simulator.

I'm trying to get these builds out frequently due to the recent major bugs, but there's not many left, the ones that are left are mainly related to positioning issues when starting the simulator or similar.

In this build, a memory corruption issue was fixed that happened when click-deleting objects. I don't know if anyone noticed that, but deleting objects that way would quickly crash the whole simulator on recent builds.

I've made more tweaks and fixes to the call stations and in-elevator keypads. I've added alphabetical input for numeric keypads, I might still have to make sure it's working correctly and put up a demo building.

The Engine Manager window now has a parent display, which lets you set the parent of a newly created sim engine. Previously the code would choose the active sim engine as the parent.

ImGui has been fixed and is starting to work, I've also started work on integrating the AngelScript system into SBS, where eventually it should be able to allow scripting of simulator objects. Ogre-procedural has been integrated into the simulator folder, so it now builds with the simulator instead of being an external dependency, which should make building Skyscraper easier.

OpenXR has been updated to have basic support for VR game controllers. This has been tested with a Meta Quest 2 headset, and is working very well. Previously you needed to use a separate game controller to use Skyscraper in VR mode, but now the controllers the headset comes with work. I'm going to be working on it more to add the ability to point-click to press elevator buttons for example, have a laser pointer to make it easier to point, and also display the controllers/hands as objects.

Changelog:

  1. PolyMesh: remove related triangle owner from mesh if a wall object is deleted
  2. SBS: adjust default call station timer timeout to 2.5 seconds
  3. GUI: engine load dialog should use the engine selected in the Engine Manager window as the parent of the new engine to load
  4. GUI: added a parent engine selection box to the Load dialog
  5. SBS: added alphabetical input for keypad objects
  6. SBS: properly restart in-car DD keypad timers
  7. SBS: adjusted in-car DD keypad timer to 2.5 seconds
  8. GUI: refresh engine parent display when opening load dialog
  9. Added ImGui internal header, which matches the Ogre version
  10. Added AngelScript library as a dependency for SBS
  11. Added CMake option to disable wxWidgets
  12. Moved Ogre-Procedural to dependencies folder, to simplify building
  13. VM: in enginecontext, check Simcore and processor objects before use
  14. OpenXR: update SIMD types for ARM architecture, fixes build issues
  15. OpenXR: added basic support for VR controllers

See also

External links