Stingray 1.1 Release Notes

Stingray 1.1 (1.1.247.0) includes improvements to many editors and workflows. In addition to smoother interoperability with Autodesk 3D animation tools, this release includes extensive updates to the Stingray renderer, Level Editor, animation tools, and audio tools. This update also provides support for additional Android device GPUs as well as the latest Oculus Rift SDK. For information on updates to the Scaleform Studio UI tools, visit the Scaleform Studio 1.1 Release Notes in the Scaleform Studio Help.

Sections in this topic:

What's New


Screen Space Reflection Ray Bending

Near the edges of the screen, you can now make screen space reflections rays bend instead of fade out.


Refraction

Transparent materials can now refract the opaque objects behind them using the refraction input on the material.


Temporal AA blur reduction

Improvements to temporal anti-aliasing now produces sharper results.


Subsurface Scattering (translucency)

To simulate the look of sub-surface scattering, you can now make materials translucent using the Density input on the Material Variable node.


Also new in Rendering

Organize objects on layers

Organize groups of related level objects using the new Layers view (Hotkey: L) in the Explorer window. Layers let you quickly select, show, hide, or freeze groups of level objects all at once, helping you isolate the objects you want to work with. You can also filter your level objects by type to further unclutter levels that contain many objects. To get started in the Layers view, click , and then drag and drop objects between layers.

For new information, see Organize level objects in layers.

Improved interoperability with linked viewports

When you enable a live camera link between Stingray and your Autodesk DCC tool (Maya, Maya LT, and 3ds Max), the acting master/slave viewport now switches automatically depending on which application is active. See Interop with Maya, Maya LT, or 3ds Max for updated information.

Updated Character template

An updated version of the Character template project is available in the Project Manager when you start Stingray. Improvements include:

Support for additional Android devices

The Stingray engine now supports Android devices equipped with Qualcomm Adreno 330, Adreno 420, and Adreno 430 chipsets. These GPUs are found in many devices, including Google Nexus devices, Amazon Kindle HDX series tablets, Amazon Fire phone, Nokia Lumia devices, Samsung Galaxy devices, Samsung Galaxy Note devices, Sony Xperia devices, and LG G2/G3 smartphones, and many more.

The Android robot is reproduced or modified from work created and shared by Google and used according to terms described in the Creative Commons 3.0 Attribution License.

For updated information, refer to Supported platforms.

iOS 9 binary size

Stingray now supports only iOS 9 targets. This change allows us to significantly decrease the size of the engine binaries.

Light workflow improvements

You can now toggle the visibility of lights using the new light property Enabled. Disabling this option turns off the light's contribution in the current level and in the game.

In addition, hiding lights in the Level Viewport now hides only the visual representation of the light. It no longer turns the light off.

Material workflow updates

Smoother material import workflows

Importing assets with pre-assigned materials is now easier. When the new Shared Materials check box is turned on in the FBX Import window, Stingray searches your project for existing materials for the asset. If a match is found, Stingray applies the existing material to the asset on import.

For new information, see Import a model with textures and materials.

Drag and drop materials in the viewport

Drag and drop a material from the Asset Browser onto an object in the Level Viewport to quickly assign a material to a unit in your level. You can also hover your cursor over an object to preview the material before it’s assigned.

For new information, refer to Assign a material to an object.

Better workflow when creating parent materials

When you click Make Unique in the Property Editor for a material, a new Open Shader Graph button displays, making it easy to start editing the shader graph. See Create a parent material.

Improved Asset Browser experience

Additional filtering and config options available in the Asset Browser let you toggle filters on and off, show file extensions, and set whether searches are case sensitive.

In addition, you can now move more than one asset at a time from folder to folder, and right-click to create new empty materials and animation controllers.

More performance HUDs for visual debugging

New options in the View > Performance HUD menu (found in the Level Viewport) make it even easier to visually debug your game performance. You can now toggle the HUD display for the following categories:

Easier gameplay navigation in Level Viewport

When in gameplay navigation mode (right-click and hold in the Level Viewport), new hotkeys let you move the camera up (Q) and down (E).

See Navigate in the Level Viewport for updated information.

Improved editing in the Property Editor

You can now view and edit large amounts of script data in the Property Editor. Unit script data is displayed in an editable tree view, and supports number, string, and boolean values.

In addition, you can now edit multiple assets at the same time. For example, select multiple lights and adjust them all simultaneously.

Simplified audio workflows

New drag and drop functionality lets you quickly add audio files to environments and characters. Simply drag an audio file from the Property Editor on to the animation timeline or in to your level, and then preview it directly in the editor, without playing your level. You can tweak your sound in Flow, using the corresponding logic that is created each time you add a sound.

Log Console improvements

The Log Console window now includes a filter widget that lets you filter out data from different components of Stingray, making it easier to debug issues. In addition, any errors and warnings that result when you select Project > Run now output directly to the Log Console. See Test and build a project.

Updated PhysX plug-in

The PhysX plug-in installers for Maya, Maya LT, and 3ds Max that ship with Stingray are now updated to install the latest version of the PhysX plug-in, version 3.3.10930.12522. This plug-in includes several improvements and bug fixes by Nvidia. For related information, see Install the PhysX plug-in for your DCC tool.

What else is new?

Toggle the visibility of lights

Disable the new Light property, Enabled, to turn off a light’s contribution in the current level and in the game.

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What's Fixed


Authoring Tools and Animation:

Rendering:

Core:

Platforms and Deployer:

Gameware Navigation:

HumanIK:

Templates:

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Known Limitations


This section lists known limitations and workarounds for Stingray.

Unless otherwise noted in the What's Fixed section, please be aware that this release contains the same Known Limitations described in Stingray 1.0 Release Notes.

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Upgrade Requirements


The full installation guide for Autodesk products including Stingray is included in the Stingray online help, here.

This section explains the improvements and fixes that require specific upgrade steps for users currently using a previous version of Stingray.

iOS 9 and Xcode 7

Stingray now supports only iOS 9 targets. If you develop for iOS, you must upgrade your Mac development machines to use Xcode 7.

Script Flow node casing

Script Flow nodes no longer have their arguments and return values transformed into lower case by default.

Up until version 1.1, input values were transformed to lower case. For example, an input parameter named MyInputValue was available to the Lua script function as t.myinputvalue. Similarly, a return value named in the node definition as MyOutputValue used to be set from Lua as r.myoutputvalue. As of version 1.1, the casing specified in the .script_flow_nodes file is retained, so the variables used in Lua must now be t.MyInputValue and r.MyOutputValue.

You will need to make changes if:

Alter either your Lua code or your node definition so that both use the same casing.

Flow node changes

For a complete list of all new, modified, and removed Flow nodes in this release, see the version history.

If your project contains any of the Flow nodes that have been modified or removed, you will need to make sure that your graphs are wired correctly by deleting any old versions of the node and re-inserting the new version.

Major changes:

Lua API changes

For a complete list of all new, modified, and removed elements in the Lua API in this release, see the version history.

If your project contains any API elements that have been modified or removed, you will need to adjust your code accordingly.

Major changes:

Oculus SDK upgrade

Stingray's Oculus plugin has been updated to use SDK 0.7.0.0-beta.

To run correctly, you'll need to download and install the latest Oculus runtime for windows and verify that your graphics card is compatible to install VR beta drivers. See details at https://developer.oculus.com/downloads/pc/0.7.0.0-beta/Oculus_Runtime_for_Windows/.

Since this is a major revision, previous VR templates will not work. Expect to port any previous projects to use the new template.

render_config files

Because we streamlined the data compiler code, .package files for .render_config resources are no longer automatically generated.

If you have created custom .render_config files for any projects or plug-ins, create a .package file in the same folder as your .render_config file, with the same name. In the .package file, add the full path to your .render_config file, without the file extension:

render_config = [ "<full path to render_config>" ]

For example, for the existing file 'core/stingray_renderer/renderer.render_config', add a new file 'core/stingray_renderer/renderer.package', with the following contents:

render_config = [ "core/stingray_renderer/renderer" ]

Without this update, the data compilation fails with an error about the missing package file.

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Source updates


Source re-organization

The Stingray repository has been re-organized and refactored for clarity and consistency.

Default binary output location

The build process now puts the generated files under build/binaries.

Build system updates libraries by default

The make.rb script now automatically updates your library directory with the latest versions of all the dependencies you need in order to carry out the build configuration you've requested. Now, all you need to do in order to do a full Windows build of the engine and editor is run make.rb with no arguments.

Package manager

The Stingray Package Manager, or spm, actually introduced in version 1.0.1, simplifies the management of third-party library dependencies. It is used automatically by the Stingray build system to keep your library requirements up to date; you can also invoke it on the command line yourself. See the Developer Help for more details, or run spm --help.

Plug-in changes

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