Stingray 1.2 Release Notes

Stingray 1.2 (1.2.526.0) adds support for the HTC Vive virtual reality platform, multi-threaded project compilation, and several workflow improvements that make it quicker to accomplish everyday tasks.

For information on updates to the Scaleform Studio UI tools, visit the Scaleform Studio 1.2 Release Notes in the Scaleform Studio Help.

Sections in this topic:

What's New


Interactive, GPU-based lightmap baker


Improved quality of Screen Space Ambient Occlusion


More stable Depth of Field, new debug view

The new debug view makes it easier to see the in-focus and out-of-focus areas.


Shadow bias control

A new Shadow Bias option for lights lets you control shadow artifacts and grounding of objects.


Selection highlighting: from wireframe to outline

New rendering options let you set the selection highlight to a (customizable) outline mode. This new selection highlighting option creates less occlusion, making it easier to find and evaluate objects in the level.


Reconstructed Normals debug view

This new view lets you compare your object's normals with what they should look like.

This can be helpful when you are not sure if the normals of your objects are correct, or if you suspect one of your normal map channels may be flipped:


Additional VR platform support

Stingray now supports deployment to HTC/Valve Vive virtual reality headsets. In addition, (as noted in the Upgrade Requirements section below), Oculus Rift support has been upgraded to SDK 0.8.

Check out the new vr_steam template project in the Project Manager.

Performance improvements in Property Editor, all tree views

Refactored using the Mithril framework, performance in the Property Editor is now vastly improved. Even when you're working with large objects that have many properties, the editor feels lightweight and responsive to work with. Similarly, the tree view used in many tools (such as the Explorer panel or Animation Controller) is now refactored for smoother, faster browsing and selection.

Entity support in Story Editor

New entity support in the Story Editor lets you configure the shading environment properties of your level. You can now animate an entity’s component properties over time to simulate scenarios like time of day. Add a new entity track to your story, and right-click to browse its keyable components and component properties.

For new information, see Animate a shading environment with the Story Editor.

Select and animate sub-objects

Sub-object mode lets you select and animate objects within a unit's hierarchy. Turn on Sub-object mode in the toolbar () to select and manipulate any of a unit's nodes in the Level Viewport. You can also key individual nodes in the Story Editor. When a new unit track is added, right-click in the tree view and select Add Sub-object > Object name to quickly add a new sub-object track.

For new information, see Animate sub-objects with the Story Editor.

Material interop

The new material interop workflow lets you quickly send material updates between Stingray and Maya. With the Stingray DCC Link plug-in installed, you can import and export Stingray Physically Based Shaders directly to and from a Stingray project folder. When sending a new material between applications, its properties, including all of its input connections and nodes, are preserved.

For new information, see Send materials to Maya, Maya LT, or 3ds Max.

Improved flexibility with Stingray Editor windows

If you like to rearrange and change the docking of your Stingray tools and editors, customizing the interface is now even easier than before. All tools and editors now move, maximize/minimize, and snap into position independently. You can also drag tools outside of the main Stingray Editor window to work with them as separate windows, making it easier to take advantage of multiple monitors.

Drag and drop states in the Animation Controller Editor

New drag and drop support in the Tree view and Node Graph of the Anim Controller Editor lets you quickly organize states in the hierarchy. For example, you can drag a selection of states over a group state to move the states, along with any associated transitions, into the group.

Updated Vehicle Physics

Wheel raycast collision filters:

Vehicles now support collision filters for their wheel raycasts. The filters can be set per wheel in the vehicle's .physics file. These filters are defined in the global.physics_properties file. If a filter isn't specified for a given wheel then it defaults to collide with everything except the vehicle's chassis and wheels' geometry.

Example:

'my_project/content/vehicles/my_vehicle.physics'

        wheels = [
            {
                wheel_raycast_filter = "car_wheel"
        ...

'my_project/global.physics_properties'

collision_filters = {
    vehicle = {is = ["vehicle"] collides_with_all_except = ["trigger" "projectile"]}
    wheel = {is = ["wheel"] collides_with = ["obstacle"]}
    wheel_raycast = {collides_with_all_except = ["vehicle" "wheel"]}
}

Wheel moment of inertia:

Chassis moment of inertia settings:

The moment of inertia can now be set in one of three ways:

Suspension settings:

Updated Navigation plug-in

The Gameware Navigation plug-in, which provides AI and pathfinding in Stingray, has been updated from version 2016.1.2 to version 2016.1.5.

This latest version of the plug-in fixes the following issues:

Earlier updates to the plug-in also added the following improvements:

Core

Scaleform UI tools

FBX Version 2016.1.2

This release of Stingray picks up the latest version of FBX (2016.1.2), which provides various bug fixes.

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. This plug-in includes several improvements and bug fixes by Nvidia. For related information, see Install the PhysX plug-in for your DCC tool.

Improved accessibility to Stingray help resources

It is now easy to find all the help you want in one place!

Check out the updated landing page in the Stingray help with all the resources you need to get going with Stingray. The landing page features an improved live search with results from the help, Youtube, blogs and the forum threads. The Hot Topics list the helpful topics to create a game, the Links take you to places where you can download Stingray updates, example projects and game kits, view tutorials and find answers to questions or problems you encounter. You can also send your queries directly to Stingray experts Paul and Dan.

Inside Stingray, click the new button at the top right of the Editor for direct access to the Stingray help.

Stingray online help in Korean

Coming soon! Localized online help for Stingray will soon be available in Korean. We're translating the last-minute updates for Stingray 1.2, but soon we'll publish the new online help system including help articles, the Flow reference, and the shader reference. Localized video captions for Stingray tutorial videos on YouTube are also coming soon.

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What's Fixed


Authoring Tools and Animation:

Rendering:

Core:

Gameware Navigation:

HumanIK:

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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 the previous versions of Stingray 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.

Android platform tools

The Android SDK version used by Stingray has not changed. However, we have updated the required version for the platform tools and build tools.

See Get started on Android and make sure that you have installed a version of the platform tools that is compatible with Stingray, and a version of the build tools that is compatible with the version of Android used on your device.

Xbox One XDK version

Stingray now requires the August 2015 QFE 2 release of the XDK.

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

Oculus VR has been upgraded to SDK 0.8.

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Source Updates


New Android tools

We have moved from the Tegra Android Development Pack to the newer NVIDIA CodeWorks for Android 1R3. If you need to rebuild the Stingray engine with support for Android targets, you will need to download and install CodeWorks for Android.

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