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96 | Bug Report | Game templates issues | High | | New | |
SpiderMack | 18.01.2019 | 08.02.2019 |
Ticket Description
1 ) TP Camera Collision The camera does not move, mouse can only rotate camera up and down. Character not visible behind models, camera does nothing.
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95 | Bug Report | Action editor bugs | High | 1 | New | |
SpiderMack | 18.01.2019 | 08.02.2019 |
Ticket Description
Window 7
1) click on “left arrow” to remove a script from some object opens a window 2) nothing selected and click on “left arrow” crashes editor
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88 | Bug Report | Test unit the project publishing | Critical | | Closed | |
SpiderMack | 12.05.2018 | 18.08.2018 |
Ticket Description
I published an isoladed project. I won’t know why, but Skyline gives many errors while there is only one scene with one material. Running the game and press “new game” there is a yellow empty screen with frame rate display on top left ?
https://s7.postimg.cc/t8ebohcqj/skylinepublish.jpg
Assets always point to Skyline installation and not the project directory. On game manager clicking ass scene it also points to Skyline installation and not the project directory.
Please do test unit : - create new empty project - Add empty scene with player camera and controls - publish - test published game menu and scene loading
Thank you.
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85 | Feature Requests | Implementation - Navmesh DetourNavMeshQuery functions | Low | | Processing | |
SpiderMack | 16.04.2018 | 08.02.2019 |
Ticket Description
There is important Navmesh functions to create advanced AI.
Many are already included in Detour Api, Skyline just needs to interface them to Lua.
findRandomPointAroundCircle
Used a lot to create dynamic AI moving everywhere around the player
dtStatus dtNavMeshQuery::findRandomPointAroundCircle(dtPolyRef startRef, const float* centerPos, const float maxRadius
raycast
Faster than physics raycast when testing environment, and usefull to identify static walls and obstacles
dtStatus dtNavMeshQuery::raycast(dtPolyRef startRef, const float* startPos, const float* endPos
getCost
Navigation cost. Can be used to compare two possible destination cost or used for gaemplay like checking if sound propagation reaches a destination.
float dtQueryFilter::getCost(const float* pa, const float* pb,
closestPointOnPolyBoundary
Closest point into a boundary poly
dtStatus dtNavMeshQuery::closestPointOnPolyBoundary(dtPolyRef ref, const float* pos, float* closest)
findPath
Gets the path in an array of points, it can be usefull to let the user use the path and create it’s own movement code.
dtStatus dtNavMeshQuery::findPath(dtPolyRef startRef, dtPolyRef endRef,
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84 | Bug Report | Navmesh rotation issues | Low | | Processing | |
SpiderMack | 14.04.2018 | 08.02.2019 |
Ticket Description
It’s a little better; but there is still notable rotation issues with navmesh when the character start a new destination. Rotation stabilizes after some second, but rotation should be controled and smooth.
A rotation speed should also be available as Navmesh parameter to control how fast a character would turn.
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83 | Bug Report | Feature Request - Asset Manager point to project locati... | Low | | Requires testing | |
SpiderMack | 14.04.2018 | 18.04.2018 |
Ticket Description
You load a project the Asset Manager points to Skyline installation.
When you load an existing project, the Asset Manager should always point to the new project folder structure and location.
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77 | Bug Report | new project crash | Critical | | Closed | |
SpiderMack | 19.03.2018 | 05.04.2018 |
Ticket Description
I installed last Skyline version with new project manager.
I created a new project isolated from others, when i press ok it crashes before i could re launch Skyline.
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76 | Feature Requests | Feature request - Navmesh is destination inside | Low | 1 | Processing | |
SpiderMack | 18.03.2018 | 08.02.2019 |
Ticket Description
Navmesh needs a function telling if a destination is inside navmesh or not. This can be used by AI to know if some destination can be reached. It’s often used with AI and random movement, fleeing, wandering or other behaviours.
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75 | Feature Requests | Feature request - Physics shape adjust size | Low | | New | |
SpiderMack | 17.03.2018 | |
Ticket Description
Box collision size can’t quickly be adjusted in the physics properties. For example adding a box collision to a tree objects,the box is too big and can be adjusted in the editor. It’s the same for other physics shapes.
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74 | Bug Report | Mesh Merger bugs | Low | | New | |
SpiderMack | 16.03.2018 | |
Ticket Description
It’s a great tool for optimization.
But when two models are merged , the resulting model doesn’t look like the two combined and the texture does not look the same.
https://s18.postimg.org/ckr1x14ah/skylinemeshmerger.jpg
And merged meshes doesn’t keep their relative offset when merged
https://s18.postimg.org/iyg50h43d/skylinemeshmergerbu.jpg
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73 | Bug Report | Sun light reset bug | Low | | New | |
SpiderMack | 16.03.2018 | |
Ticket Description
How to reproduce the bug : 1) Under Light tools Change the sun light to a color. 2) Under render settings and ambient lighting, if you change Brightness it will reset the previous sun light color
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72 | Feature Requests | Feature request - Directionnal Light | Low | | New | |
SpiderMack | 16.03.2018 | 22.03.2018 |
Ticket Description
Like most 3D engine, add a new object type that is directional light users can place, remove or control with script. It makes possible having several directional lights active or activated individually. And remove Sun light parameters under light tools or make it optional.
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71 | Feature Requests | Feature request - Regroup lighting and environment sett... | Low | | New | |
SpiderMack | 16.03.2018 | 22.03.2018 |
Ticket Description
Lighting is scattered all around in Skyline, you discover some default parameters you must change are on Light tools for example you never got the idea it was here.
Those could be grouped on same window or same menu : - Environment setup - Sun light and Atmospheric hidden under light tools - Post effects
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70 | Feature Requests | Feature request - Tone mapping , DOF, color grading | Low | | Researching | |
SpiderMack | 16.03.2018 | 22.03.2018 |
Ticket Description
Common post effects are missing to get better graphics.
-ACES tone mapping -DOF -color grading -chromatic aberration
This is the lighting tweaking lot of time in Skyline
https://s18.postimg.org/4bf6ikd49/skylinegraphics.jpg
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69 | Bug Report | Export .exe bug | Low | | Closed | |
SpiderMack | 16.03.2018 | 08.08.2018 |
Ticket Description
Exporting the game there is some error, while there is only one working scene specified as main scene in the game manager.
Why it is saying it doesn’t find the binary when the scene is working in the editor when testing ?
https://s18.postimg.org/97e7wgy5l/skyline_Export.jpg
And launching 64 bit version it closes without displaying the main scene.
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68 | Bug Report | NavBot bug when turning | Low | | New | |
SpiderMack | 16.03.2018 | |
Ticket Description
The new Navbot using navmesh example works when you click somewhere it goes to the position.
But when it turns it’s very buggy turning into all directions at same time and it stabilizes after some frames.
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67 | Feature Requests | Feature request- Nav Agent TurnSpeed function | Low | 1 | New | |
SpiderMack | 16.03.2018 | |
Ticket Description
Navmesh API needs a function to allow us to setup the agent max turning speed.
Some characters could be heavy with lower turning speed. It’s useful to tweak agent turning speed looking more natural and not too fast.
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63 | Feature Requests | Navmesh component | Low | | Processing | |
SpiderMack | 03.03.2018 | 08.02.2019 |
Ticket Description
All features should be component based, actually Navmesh is a lua call , there is no component.
Skyline should get a nevmesh component. There would be parameters exposed to component properties like acceleration , deceleration, distance min make navmesh stop, character radius if it could support avoidance.
Also some Lua functions would be needed : - IsReachable for example, telling if destination position is inside navmesh - Lua Access to the result array of navmesh calculation if users want to do something else with the calculated path. - Lua Stop and resume functions , to be able to interrupt a path navigation and resume it if necessary.
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55 | Bug Report | "Open in explorer" not working | Low | | Closed | |
SpiderMack | 21.02.2018 | 21.02.2018 |
Ticket Description
In Asset Browser, right clicking on folder and choose from menu “open in explorer” doesn’t work anymore.
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54 | Feature Requests | New project management and packages | Low | 2 | Closed | |
SpiderMack | 21.02.2018 | 22.03.2018 |
Ticket Description
Actually creating and using a new project in Skyline is confusing there is no real project structure and it’s and not easy to manage.
Instead it should get a common modern projects structure.
1) Launching skyline would show a list of referenced projects that have been created (a common way of managing projects)
With buttons to :
create a new project
Delete a project
Import a project on list from a folder location
2) A new project :
would have it's own new game manager and only one that could be modified
(no need to load again a game manager each time we open a project)
would only uses it's own assets from it's own "Assets" directory
no links to Skyline installation "Assets" folders to avoid any confusion
3) When working on a project, each scene created belongs to that project only.
A default main empty (or empty with menus) scene is defined when creating a new project.
4) Packages (or templates)
Ability to specify what assets to include in the new projects "Assets" folder using packages (or templates) when creating it.
packages would be folders structure with different content that would be imported and copied to the new project "Assets" folder.
Packages could be ziped or non ziped folder structure and content to deploy on project "Assets" folder
Creating a new projects there would be a list of packages to choose from to include in the new project : - complete “Assets” (all content from Skyline installation folder “Assets”) by default checkbox would be checked - Tps template (some characters models, some effects, and scripts) - nature content - Sci Fi content - primitives
Checking nothing , it would create and empty project with the minimum to create an empty scene (no textures, no 3D models , no particles, no scripts, no micrographs)
Users would be able to create packages for anyone to use.
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53 | Feature Requests | Support GLTF 2.0 format for extended 3D model exchange | Low | | Delayed | |
SpiderMack | 20.02.2018 | |
Ticket Description
GLFT2.0 is a modern format for modern rendering.
Some engines have open source import/export plugins.
It has some advantages over Collada or FBX formats :
GLTF is a JSON based format. It’s very easy to parse and the data already comes typed. glTF allows specifying an external file for the big data, in binary format. glTF’s file structure is crystal clear. No extra or redundant data exists. There is only one way the scene definition can be understood glTF 2.0 fully supports skeletons and morph targets, which can be parsed easily and unambiguously. It supports PBR based materials using the Disney/Unreal format, which is what most engines and 3D modelling applications use nowadays It also handles two-sidedness and transparent materials, including alpha to coverage. glTF 2.0 supports multiple animations per file,it also supports many key interpolation types, such as Catmull Rom and Cubic Spline.
glTF is developed by individuals from companies such as Microsoft, Unity, Google, Adobe, NVidia, Oculus, etc. in collaboration with Khronos.
You can read more here
https://www.khronos.org/news/press/khronos-releases-gltf-2.0-specification
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48 | Bug Report | Exported game not run | High | | Closed | |
SpiderMack | 18.02.2018 | 19.03.2018 |
Ticket Description
I created a new game manager and assigned a main scene. And exported it as .exe in skyline.
When i try to launch 32 or 64 bits, there is a black screen and they close immediatly.
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46 | Feature Requests | Collision volumes without rigidbody | Low | | New | |
SpiderMack | 18.02.2018 | 18.02.2018 |
Ticket Description
Skyline does not have collision volumes objects without rigidbodies.
This is what is used to create hitboxes, collision zones, character or other objects composed of multiple collision parts.
Those collision volumes are used to have collision and detect collision against other objects or detect collision for raycast. Or to get ragdoll feature possible.
This is mostly used in games for characters , vehicles or any other dynamic entity. Also used for static objects you want to create a simplified collision using some basic collision volumes.
https://answers.unrealengine.com/storage/temp/89957-h2-noscale.jpg
http://www.grenadetree.com/wp-content/uploads/2014/08/ragdoll01.jpg
https://cs.ingame.de/files/2015/09/csgo-hitbox-fix-update.png
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36 | Feature Requests | Material sliders to shader range | Low | | Delayed | |
SpiderMack | 12.02.2018 | 12.02.2018 |
Ticket Description
Material sliders have sliders with big range values bigger than 1000.
It would be more accurate and better with slider range values be the same as shaders range values 0 to 1.
https://s13.postimg.org/gq2otpchj/materials.jpg
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35 | Bug Report | Remaining properties when removing actions | Medium | | Requires testing | |
SpiderMack | 12.02.2018 | 12.02.2018 |
Ticket Description
Adding sensor volume and trigger volume to some entity. When they are removed, the properties keep some of their flags.
https://s13.postimg.org/luq45zqdz/skylineflags.jpg
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34 | Feature Requests | Atmosphear scattering | Low | 1 | New | |
SpiderMack | 12.02.2018 | 12.02.2018 |
Ticket Description
A good addition to skybox is to have an optionnal atmosphear scattering.
https://d2ujflorbtfzji.cloudfront.net/package-screenshot/59442e6e-a9fc-436a-aedc-59fe5b6ad089_scaled.jpg
https://blogs.unity3d.com/wp-content/uploads/2015/06/scatter_OccludedScattering.png
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33 | Feature Requests | Reflection probes | Low | 2 | Processing | |
SpiderMack | 12.02.2018 | 02.03.2018 |
Ticket Description
Reflection probes volumes baking for materials rendering.
Be able to add or delete reflection probes volumes per scene.
https://docs.unity3d.com/uploads/Main/RefProbeHandles.svg
Skyline will blend reflection probes volumes overlapping when rendering to avoid seems.
If no reflection probes are setup in the scene Skyline will fallback using a default scene skybox.
And have some parameters to tweaks, like resolution.
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32 | Bug Report | FBX Animations not working (Blender) | Medium | | Delayed | |
SpiderMack | 11.02.2018 | 16.04.2018 |
Ticket Description
I exported a character from Blender as FBX, it has multiple animations actions recognized in Skyline.
When i try to play those on script, only the “WALK” animation works.
You can find the Blender, exported FBX and script test on zip below https://ufile.io/kxno0
To test : -drop the FBX character on a scene -Add external script from ZIP to character -Change script variableto : ANIMATION = “WALK” -Play mode in editor, it works the character “walk” animation is playing. -Change variable to ANIMATION = “IDLE” -The animation is not playing.
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31 | Bug Report | Exported game crash | High | 1 | Closed | |
SpiderMack | 11.02.2018 | 12.02.2018 |
Ticket Description
I made a new project, made a new scene with a fps player that is working testing in the editor. This scene was setup as main scene in game manager.
I exported the project (.exe) as standalone and choose compression as No archive.
Launching the game both 32 or 64 bits crashes.
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30 | Feature Requests | Better Game Manager | Low | 1 | Closed | |
SpiderMack | 11.02.2018 | 22.03.2018 |
Ticket Description
We should not have to manually copy files to create a new game manager.
There should be a “add” and “delete” game manager buttons, to add new game manager copying default game manager files or remove other custom game manager.
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29 | Bug Report | Projects not working | Low | | Closed | |
SpiderMack | 11.02.2018 | 19.03.2018 |
Ticket Description
I created a new empty project in Skyline.
After re launch Skyline and try to open the new created project i have a warning, if i click on OK, SKyline crashes. https://s13.postimg.org/feuh20kk7/skyline_Project.jpg
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28 | Feature Requests | RigidBody constraints | Low | | New | |
SpiderMack | 11.02.2018 | |
Ticket Description
Like most engines be able to setup Physics constraints for movement and rotations on X,Y,Z axis.
https://s13.postimg.org/3upn9xe2v/constraints3.jpg
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27 | Feature Requests | Multi collision volumes per character | Medium | | Researching | |
SpiderMack | 11.02.2018 | 13.07.2018 |
Ticket Description
Support for multiple collision volumes for characters, for hit boxes or weapons damage volumes. https://s1.postimg.org/5koeezqgrj/collisions.jpg
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26 | Feature Requests | Update Physix engine version | Critical | 1 | Processing | |
SpiderMack | 11.02.2018 | 03.09.2018 |
Ticket Description
Acutal Physix engine used by Skyline is v2.8.6.4 , it’s a ten years old version. Skyline should update to latest version.
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