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23 | Feature Requests | Post Processing Volumes | Medium | | Researching | |
Hannah Young | 10.02.2018 | 13.07.2018 |
Ticket Description
A box volume for when the player enters it can set/adjust various post effects.
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21 | Bug Report | End Game Issues | Critical | 1 | Closed | |
Hannah Young | 10.02.2018 | 20.02.2018 |
Ticket Description
There have been many issues when exporting an end game. These are now in the process of being fixed.
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16 | Feature Requests | Testing the Roadmap feature | Low | | Closed | |
Hannah Young | 08.02.2018 | 08.02.2018 |
Ticket Description
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Nunc ultricies nunc at lorem auctor, eu tempor ex pretium. Proin eu lorem vel arcu imperdiet venenatis. Nunc malesuada a ligula vel tincidunt. Mauris pretium luctus nibh, ut vestibulum urna tincidunt ut. Curabitur luctus turpis non leo dapibus porttitor. Phasellus ultricies tortor dui. Morbi diam ipsum, consequat lacinia consectetur interdum, commodo eu risus.
Pellentesque pellentesque ultrices ligula id porta. Proin ligula urna, elementum sit amet sapien sed, porta maximus velit. Nullam tempor dui dictum, vehicula libero laoreet, semper tortor. Maecenas aliquam non erat non tempor. Sed blandit elit ipsum, a accumsan nunc commodo at. Phasellus finibus ut odio sed commodo. Donec posuere sagittis rutrum. Morbi laoreet lectus ut est venenatis dignissim. Donec et sem diam.
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15 | Feature Requests | Physics shapes size in properties | Low | | New | |
Hannah Young | 07.02.2018 | |
Ticket Description
Adding sphere or cube rigid body to some character, we can’t change the shape sizes in the editor properties. Capsule dimensions are also not available in properties.
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14 | Feature Requests | Additional Shaders effects | Low | | New | |
Hannah Young | 07.02.2018 | |
Ticket Description
Some common shaders would be cool :)
toon shading with optionnal outlines sub surface scattering furr low gpu cost shader
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13 | Feature Requests | anti aliasing & soft particles | Low | | New | |
Hannah Young | 07.02.2018 | |
Ticket Description
Anti aliasing, perhaps MSAA and a faster one like FXAA. Soft particles for great effects.
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12 | Feature Requests | Decal system | Low | 2 | Researching | |
Hannah Young | 07.02.2018 | 10.01.2019 |
Ticket Description
Different decals systems
I mean for example you have a pool of 30 bullet decals created at game start, when you spawn a decal somewhere it uses a decal from the decal pool list. If you have spanwed the last 30 decals, next time it will take the first decal and position it to the new position request.
Game objects for click placement is great for fast decals. Advanced decals bending on geometry would be a great addition later.
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11 | Feature Requests | Navmesh functions | Low | 1 | Processing | |
Hannah Young | 07.02.2018 | 08.02.2019 |
Ticket Description
CanReachPosition (Vec3) : Returns if a position we ask is inside navmesh or not. Can have many uses like checking goal position can be reached or random positions are inside navmesh.
NavmeshRaycast(Vec3 start, Vec3 goal): Like physics raycast, but returns if there is some intersection in the navmesh from a start position to a goal position. It’s should be less expensive than raycast, but allowing to detect ground static obstacles.
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10 | Feature Requests | Animation callbacks | Low | | Closed | |
Hannah Young | 07.02.2018 | 17.08.2018 |
Ticket Description
Be able to define functions names and position them inside animation. This has lot of uses like footsetps, right attack timing or any other actions.
This can be done with timers, but callbacks will decrease the code lenght while making it lightweight.
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9 | Feature Requests | Better Prefabs | Low | | Processing | |
Hannah Young | 07.02.2018 | 08.08.2018 |
Ticket Description
Skyline prefab system is more like a grouping system, when you drop one in the scene you got all group items in the hierarchy view.
Instead make a real prefab system, a prefab is a new file type, dropping a prefab in the scene displays only one object prefab without child objects in hierarchy tree. It’s more clear and efficient.
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8 | Feature Requests | Disable gravity per object | Low | | New | |
Hannah Young | 07.02.2018 | |
Ticket Description
The object will continue to react to physic forces, but it will not use gravity. This is used a lot for new and fun gameplay styles.
Nvidia functions description http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/RigidBodyDynamics.html
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7 | Feature Requests | Easy Hierarchy child objects | Medium | 1 | Closed | |
Hannah Young | 07.02.2018 | 08.08.2018 |
Ticket Description
Skyline has object attachement script that is working.
Why not proposing later a simple way of adding child objects with hierarchy view drag and drop objects.
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6 | Feature Requests | Multi collision objects per object | Low | | New | |
Hannah Young | 07.02.2018 | |
Ticket Description
Be able to add mutliple collision volumes per object. This could be usefull some times to get low poly approximate collisions. Or a tool able to create some low poly collision volumes automatically from a mesh.
Those additions could be useful.
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5 | Feature Requests | Show Hide object or folders in hierarchy | Medium | | Processing | |
Hannah Young | 07.02.2018 | |
Ticket Description
Have a new icon on hierarchy list to show/hide objects or folders containing a list of objects.
This is usefull for level design, for example you could hide different group of objects similar to show hide layers. For example you could hide roof top objects or large objects, to be able to view some interiors and start placing small props.
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4 | Bug Report | Can't change capsule rotation | Medium | | New | |
Hannah Young | 07.02.2018 | |
Ticket Description
If you add a capsule rigidbody to some object, you can’t change it’s rotations to fit the object orientation.
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