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Changelog for upcoming release.

Lasse Öörni 11 years ago
parent
commit
0cf91f489b
4 changed files with 78 additions and 4 deletions
  1. 1 1
      Docs/GettingStarted.dox
  2. 2 2
      Docs/Reference.dox
  3. 32 1
      Docs/Urho3D.dox
  4. 43 0
      Readme.txt

+ 1 - 1
Docs/GettingStarted.dox

@@ -117,7 +117,7 @@ Currently CMake build configuration has been set to compile Urho3D as 32bit by d
 
 \section Building_Library Library build
 
-As of v1.31 (to be released), the build process first builds the Urho3D library target (either static or shared). The library is then linked against by other targets like tools and samples that reference Urho3D as one of the external libraries. The Urho3D library type is defaulted to static, so the build process would generate standalone executables as previous releases. The Urho3D library type can be changed using "URHO3D_LIB_TYPE" build option.
+As of V1.31, the build process first builds the Urho3D library target (either static or shared). The library is then linked against by other targets like tools and samples that reference Urho3D as one of the external libraries. The Urho3D library type is defaulted to static, so the build process would generate standalone executables as previous releases. The Urho3D library type can be changed using "URHO3D_LIB_TYPE" build option.
 
 To install the Urho3D library (or should we call it SDK), use the usual 'make install' command when using Makefile. There is an equivalent command in Visual Studio and Xcode IDE to build 'install' target instead of the default 'all' target. This could be useful when you want your application to always link against a 'stable' installed version of the Urho3D library, while keeping your Urho3D project root tree in sync with origin/master. That is, install the newly built library after you have tested the changes do not break your application during development.
 

+ 2 - 2
Docs/Reference.dox

@@ -1040,11 +1040,11 @@ uniform sampler2D sDetailMap3;
 
 \section Shaders_Migration Migration of old shaders
 
-In Urho3D version 1.3 and before an XML description file was used for shaders, which would enumerate the compilation defines used by shaders into named "options" or "variations".
+In Urho3D V1.3 and before an XML description file was used for shaders, which would enumerate the compilation defines used by shaders into named "options" or "variations".
 The shader would then be referred to with these option names, for example a pixel shader LitSolid_Diff would use the LitSolid source code and the define DIFFMAP. To convert to the
 current system, look up the defines from the description files and add them directly to the technique or renderpath XML descriptions ("vsdefines" or "psdefines" attributes). Also make sure the shader references ("vs" and "ps" attributes) are just the bare shader names with no underscore or option names attached. Finally, delete the shader XML description files.
 
-GLSL shaders in 1.3 and before used separate .vert and .frag files for the vertex and pixel shader source code. Now these are combined into .glsl files that include both shaders. Include files are likewise merged into .glsl files instead of separate vertex and pixel shader includes. To merge your shader code, append the pixel shader source into the vertex shader source file without the varyings definition (which should already be in the vertex shader code). Merge and fix include statements: change the file extension to .glsl. Note that some include files depend on each other so it is safest to always include Uniforms.glsl and Samplers.glsl first. Finally change the file extension of the vertex shader source file from .vert to .glsl and delete the .frag file. If you have pieces of pixel shader code (for example additional functions or variables) that produce errors when included in the vertex shader compile, wrap these with #ifdef COMPILEPS, and vice versa for vertex shader code.
+GLSL shaders in V1.3 and before used separate .vert and .frag files for the vertex and pixel shader source code. Now these are combined into .glsl files that include both shaders. Include files are likewise merged into .glsl files instead of separate vertex and pixel shader includes. To merge your shader code, append the pixel shader source into the vertex shader source file without the varyings definition (which should already be in the vertex shader code). Merge and fix include statements: change the file extension to .glsl. Note that some include files depend on each other so it is safest to always include Uniforms.glsl and Samplers.glsl first. Finally change the file extension of the vertex shader source file from .vert to .glsl and delete the .frag file. If you have pieces of pixel shader code (for example additional functions or variables) that produce errors when included in the vertex shader compile, wrap these with #ifdef COMPILEPS, and vice versa for vertex shader code.
 
 \section Shaders_Precaching Shader precaching
 

+ 32 - 1
Docs/Urho3D.dox

@@ -147,7 +147,38 @@ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLI
 
 \page History History
 
-V1.3    
+V1.31
+
+- Extensive build system improvements, especially for using Urho3D as a library in an external project.
+- LuaJIT support.
+- Improved Lua bindings, Lua coroutine support, automatic loading of compiled Lua scripts (.luc) if they exist.
+- HDR rendering, 3D textures, height fog and several new post process shaders.
+- Shader refactoring. Need for XML shader descriptions & ShaderCompiler tool removed.
+- Reflection / refraction rendering support.
+- 2D drawable components: StaticSprite2D, AnimatedSprite2D, ParticleEmitter2D.
+- ToolTip & MessageBox UI elements. UI logic improvements.
+- Optimized text rendering + dynamic population of font textures for improved batching.
+- AngelScript DelayedExecute for free functions, and event handling for any script object, not just ScriptInstances
+- Editor: added grid, toolbar, camera view presets, camera orbit, mouse wheel zoom, multiple viewports and orthographic camera.
+- Borderless window mode, possibility to change application icon.
+- SDL GameController support, raw key codes support.
+- Optimized shadow rendering on mobile devices. Low quality mode avoids dependent texture reads.
+- HttpRequest class runs in a background thread to avoid blocking.
+- Compressed package file support using the LZ4 library.
+- Cone parameters in SoundSource3D for directional attenuation.
+- Variant GetPtr() safety refactoring. Uses WeakPtr's to RefCounted objects. Use GetVoidPtr() to store unsafe arbitrary pointers.
+- Improved work queue completion events. Work items are now RefCounted to allow persisting them as necessary.
+- Allow to disable automatic execution of AngelScript & Lua from the engine console.
+- Added shader variations, for example ambient occlusion texture and better emissive color support.
+- Added examples.
+- Update SDL to 2.0.1
+- Update AngelScript to 2.28.1.
+- Update FreeType to 2.5.0.
+- Fix long-standing audio click bug.
+- Fix kinematic rigidbodies to apply impulses correctly to dynamic bodies.
+- Plus many more improvements and bugfixes.
+
+V1.3
 
 - Lua scripting support.
 - Optional build as a single external library, static or dynamic.

+ 43 - 0
Readme.txt

@@ -473,6 +473,49 @@ calling cmake_clean.bat or cmake_clean.sh.
 History
 -------
 
+V1.31   - Extensive build system improvements, especially for using Urho3D as
+          a library in an external project.
+        - LuaJIT support.
+        - Improved Lua bindings, Lua coroutine support, automatic loading of
+          compiled Lua scripts (.luc) if they exist.
+        - HDR rendering, 3D textures, height fog and several new post process
+          shaders.
+        - Shader refactoring. Need for XML shader descriptions & ShaderCompiler
+          tool removed.
+        - Reflection / refraction rendering support.
+        - 2D drawable components: StaticSprite2D, AnimatedSprite2D,
+          ParticleEmitter2D.
+        - ToolTip & MessageBox UI elements. UI logic improvements.
+        - Optimized text rendering + dynamic population of font textures for
+          improved batching.
+        - AngelScript DelayedExecute for free functions, and event handling for
+          any script object, not just ScriptInstances
+        - Editor: added grid, toolbar, camera view presets, camera orbit,
+          mouse wheel zoom, multiple viewports and orthographic camera.
+        - Borderless window mode, possibility to change application icon.
+        - SDL GameController support, raw key codes support.
+        - Optimized shadow rendering on mobile devices. Low quality mode
+          avoids dependent texture reads.
+        - HttpRequest class runs in a background thread to avoid blocking.
+        - Compressed package file support using the LZ4 library.
+        - Cone parameters in SoundSource3D for directional attenuation.
+        - Variant GetPtr() safety refactoring. Uses WeakPtr's to RefCounted
+          objects. Use GetVoidPtr() to store unsafe arbitrary pointers.
+        - Improved work queue completion events. Work items are now RefCounted
+          to allow persisting them as necessary.
+        - Allow to disable automatic execution of AngelScript & Lua from the 
+          engine console.
+        - Added shader variations, for example ambient occlusion texture and
+          better emissive color support.
+        - Added examples.
+        - Update SDL to 2.0.1
+        - Update AngelScript to 2.28.1.
+        - Update FreeType to 2.5.0.
+        - Fix long-standing audio click bug.
+        - Fix kinematic rigidbodies to apply impulses correctly to dynamic
+          bodies.
+        - Plus many more improvements and bugfixes.
+
 V1.3    - Lua scripting support.
         - Optional build as a single external library, static or dynamic.
         - Raspberry Pi support.