Browse Source

Updated changelog.

Lasse Öörni 12 years ago
parent
commit
3279cc74fc
2 changed files with 149 additions and 115 deletions
  1. 74 57
      Docs/Urho3D.dox
  2. 75 58
      Readme.txt

+ 74 - 57
Docs/Urho3D.dox

@@ -121,35 +121,68 @@ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLI
 
 \page History History
 
-V1.0
+V1.23
+
+- %UI layout editing in the editor.
+- Undo/redo in the editor.
+- Recast/Detour library integration for navigation mesh generation and pathfinding.
+- Open Asset Import Library update, enables FBX file support.
+- "Is Enabled" attribute in scene nodes and components for an uniform mechanism to temporarily disable unneeded audiovisual, physics or logic objects.
+- %Script object public variables editing and serialization.
+- New components: %Text3D and %Sprite.
+- %UI library functionality improvements.
+- sRGB texture and framebuffer support.
+- Switched to GLEW library for OpenGL extension handling.
+- Vegetation and lightmapping example shaders.
+- %Engine configuration through a parameter map.
+- Lots of refactoring, code cleanup and bugfixes.'
 
-- Original release.
+V1.22
 
-V1.1
+- Configurable render path replaces hardcoded forward/prepass/deferred modes. Render path system also used for postprocessing now.
+- Threaded task priorities; long-running tasks (more than one frame) can coexist with the time-critical tasks.
+- Possibility to use also RGB normal maps.
+- %CustomGeometry component, which allows geometry to be defined similarly to OpenGL immediate mode.
+- Elapsed time shader parameter for material animation.
+- Cubic environment mapping example shaders.
+- Separate physics collision start & end events.
+- Visual Studio 2012, Eclipse & Xcode build support.
+- Many bugfixes, including iOS 6 orientation & shadow mapping bugfixes, and skinning on some Android devices.
 
-- %Object and scene model refactoring.
-- Automatic serialization of scene objects via attributes.
-- Added OpenGL and cross-platform support.
-- Switched to kNet library for networking.
+V1.21
 
-V1.11
+- Bugfixes and code cleanup.
+- External window support (experimental.)
+- %UI elements refactored to use attributes for serialization.
+- %Animation state editing and animation trigger events.
+- %Scene update time scale can be modified.
+- Improved the delayed method call system.
 
-- Bugfixes and performance optimizations.
-- Added GraphicsTest example from V1.0 (now called TestSceneOld.)
-- Added fallback mode, which is used if multiple render targets or hardware shadow maps are not available.
+V1.2
 
-V1.12
+- Android and iOS support.
+- %Decal rendering.
+- %Terrain rendering.
+- Joystick input support.
+- Use SDL library for windowing and input on all platforms.
+- KTX and PVR image loading (for ETC1 & PVRTC compressed textures.)
+- Removed need for shader preprocessing; reorganized shaders to be more friendly to base custom shaders on.
+- Inbuilt geometry shapes in the editor.
 
-- Manipulator gizmo and multi-editing in the editor.
-- Switched to forward rendering exclusively, which is optimized to do more work in the vertex shader.
-- %Zone system refactoring. Objects check the zone they belong to for per-zone light masking, ambient light and fog settings.
-- Scripting API fixes and improvements.
+V1.16
 
-V1.13
+- Switched to Bullet physics library.
+- More physics constraint types.
+- Rendering and networking performance optimizations.
+- Use Squish library to implement software DXT decompression when not supported in hardware.
 
-- Task-based multithreading.
-- Vertex lighting option.
-- Forward and light pre-pass rendering pipelines.
+V1.15
+
+- New deferred rendering pipeline.
+- Unicode support.
+- Live resource reloading in the editor (Windows only so far.)
+- More accurate frame timing.
+- Bugfixes to physics jittering and FBO performance issue on Linux.
 
 V1.14
 
@@ -158,52 +191,36 @@ V1.14
 - Switched to pugixml library, scene load/save optimizations.
 - Bugfixes to rendertexture views and component attributes.
 
-V1.15
+V1.13
 
-- New deferred rendering pipeline.
-- Unicode support.
-- Live resource reloading in the editor (Windows only so far.)
-- More accurate frame timing.
-- Bugfixes to physics jittering and FBO performance issue on Linux.
+- Task-based multithreading.
+- Vertex lighting option.
+- Forward and light pre-pass rendering pipelines.
 
-V1.16
+V1.12
 
-- Switched to Bullet physics library.
-- More physics constraint types.
-- Rendering and networking performance optimizations.
-- Use Squish library to implement software DXT decompression when not supported in hardware.
+- Manipulator gizmo and multi-editing in the editor.
+- Switched to forward rendering exclusively, which is optimized to do more work in the vertex shader.
+- %Zone system refactoring. Objects check the zone they belong to for per-zone light masking, ambient light and fog settings.
+- Scripting API fixes and improvements.
 
-V1.2
+V1.11
 
-- Android and iOS support.
-- %Decal rendering.
-- %Terrain rendering.
-- Joystick input support.
-- Use SDL library for windowing and input on all platforms.
-- KTX and PVR image loading (for ETC1 & PVRTC compressed textures.)
-- Removed need for shader preprocessing; reorganized shaders to be more friendly to base custom shaders on.
-- Inbuilt geometry shapes in the editor.
+- Bugfixes and performance optimizations.
+- Added GraphicsTest example from V1.0 (now called TestSceneOld.)
+- Added fallback mode, which is used if multiple render targets or hardware shadow maps are not available.
 
-V1.21
+V1.1
 
-- Bugfixes and code cleanup.
-- External window support (experimental.)
-- %UI elements refactored to use attributes for serialization.
-- %Animation state editing and animation trigger events.
-- %Scene update time scale can be modified.
-- Improved the delayed method call system.
+- %Object and scene model refactoring.
+- Automatic serialization of scene objects via attributes.
+- Added OpenGL and cross-platform support.
+- Switched to kNet library for networking.
 
-V1.22
+V1.0
+
+- Original release.
 
-- Configurable render path replaces hardcoded forward/prepass/deferred modes. Render path system also used for postprocessing now.
-- Threaded task priorities; long-running tasks (more than one frame) can coexist with the time-critical tasks.
-- Possibility to use also RGB normal maps.
-- %CustomGeometry component, which allows geometry to be defined similarly to OpenGL immediate mode.
-- Elapsed time shader parameter for material animation.
-- Cubic environment mapping example shaders.
-- Separate physics collision start & end events.
-- Visual Studio 2012, Eclipse & Xcode build support.
-- Many bugfixes, including iOS 6 orientation & shadow mapping bugfixes, and skinning on some Android devices.
 */
 
 }

+ 75 - 58
Readme.txt

@@ -107,7 +107,7 @@ successfully:
 - For Linux, the following development packages need to be installed:
   libx11-dev, libxrandr-dev, libasound2-dev. Also install the package
   libgl1-mesa-dev if your GPU driver does not include OpenGL headers & libs.
-  Because Urho3D is built as 32-bit, 64-bit systems require installing also 
+  Because Urho3D is built as 32-bit, 64-bit systems require installing also
   32-bit versions of the development libraries.
 
 - For Mac OS X, the Xcode developer tools package should include everything
@@ -247,62 +247,22 @@ to "Urho3D.app".
 History
 -------
 
-V1.0    - Original release.
-
-V1.1    - Object and scene model refactoring.
-        - Automatic serialization of scene objects via attributes.
-        - Added OpenGL and cross-platform support.
-        - Switched to kNet library for networking.
-
-V1.11   - Bugfixes and performance optimizations.
-        - Added GraphicsTest example from V1.0 (now called TestSceneOld.)
-        - Added fallback mode, which is used if multiple render targets or
-          hardware shadow maps are not available.
-
-V1.12   - Manipulator gizmo and multi-editing in the editor.
-        - Switched to forward rendering exclusively, which is optimized to do
-          more work in the vertex shader.
-        - Zone system refactoring. Objects check the zone they belong to for
-          per-zone light masking, ambient light and fog settings.
-        - Scripting API fixes and improvements.
-
-V1.13   - Task-based multithreading.
-        - Vertex lighting option.
-        - Forward and light pre-pass rendering pipelines.
-
-V1.14   - Object (partial scene) load/save.
-        - Post-processing.
-        - Switched to pugixml library, scene load/save optimizations.
-        - Bugfixes to rendertexture views and component attributes.
-
-V1.15   - New deferred rendering pipeline.
-        - Unicode support.
-        - Live resource reloading in the editor (Windows only so far.)
-        - More accurate frame timing.
-        - Bugfixes to physics jittering and FBO performance issue on Linux.
-
-V1.16   - Switched to Bullet physics library.
-        - More physics constraint types.
-        - Rendering and networking performance optimizations.
-        - Use Squish library to implement software DXT decompression when not
-          supported in hardware.
-
-V1.2    - Android and iOS support.
-        - Decal rendering.
-        - Terrain rendering.
-        - Joystick input support.
-        - Use SDL library for windowing and input on all platforms.
-        - KTX and PVR image loading (for ETC1 & PVRTC compressed textures.)
-        - Removed need for shader preprocessing; reorganized shaders to be more
-          friendly to base custom shaders on.
-        - Inbuilt geometry shapes in the editor.
-        
-V1.21   - Bugfixes and code cleanup.
-        - External window support (experimental.)
-        - UI elements refactored to use attributes for serialization.
-        - Animation state editing and animation trigger events.
-        - Scene update time scale can be modified.
-        - Improved the delayed method call system.
+V1.23   - UI editing support in the editor.
+        - Undo/redo in the editor.
+        - Recast/Detour library integration for navigation mesh generation and
+          pathfinding.
+        - Open Asset Import Library update, enables FBX file support.
+        - "Is Enabled" attribute in scene nodes and components for an uniform
+          mechanism to temporarily disable unneeded audiovisual, physics or
+          logic objects.
+        - Script object public variables editing and serialization.
+        - New components: Text3D and Sprite.
+        - UI library functionality improvements.
+        - sRGB texture and framebuffer support.
+        - Switched to GLEW library for OpenGL extension handling.
+        - Vegetation and lightmapping example shaders.
+        - Engine configuration through a parameter map.
+        - Lots of refactoring, code cleanup and bugfixes.
 
 V1.22   - Configurable render path replaces hardcoded forward/prepass/deferred
           modes. Render path system also used for postprocessing now.
@@ -316,4 +276,61 @@ V1.22   - Configurable render path replaces hardcoded forward/prepass/deferred
         - Separate physics collision start & end events.
         - Visual Studio 2012, Eclipse & Xcode build support.
         - Many bugfixes, including iOS 6 orientation & shadow mapping bugfixes,
-          skinning on some Android devices.
+          skinning on some Android devices.
+
+V1.21   - Bugfixes and code cleanup.
+        - External window support (experimental.)
+        - UI elements refactored to use attributes for serialization.
+        - Animation state editing and animation trigger events.
+        - Scene update time scale can be modified.
+        - Improved the delayed method call system.
+
+V1.2    - Android and iOS support.
+        - Decal rendering.
+        - Terrain rendering.
+        - Joystick input support.
+        - Use SDL library for windowing and input on all platforms.
+        - KTX and PVR image loading (for ETC1 & PVRTC compressed textures.)
+        - Removed need for shader preprocessing; reorganized shaders to be more
+          friendly to base custom shaders on.
+        - Inbuilt geometry shapes in the editor.
+
+V1.16   - Switched to Bullet physics library.
+        - More physics constraint types.
+        - Rendering and networking performance optimizations.
+        - Use Squish library to implement software DXT decompression when not
+          supported in hardware.
+
+V1.15   - New deferred rendering pipeline.
+        - Unicode support.
+        - Live resource reloading in the editor (Windows only so far.)
+        - More accurate frame timing.
+        - Bugfixes to physics jittering and FBO performance issue on Linux.
+
+V1.14   - Object (partial scene) load/save.
+        - Post-processing.
+        - Switched to pugixml library, scene load/save optimizations.
+        - Bugfixes to rendertexture views and component attributes.
+
+V1.13   - Task-based multithreading.
+        - Vertex lighting option.
+        - Forward and light pre-pass rendering pipelines.
+
+V1.12   - Manipulator gizmo and multi-editing in the editor.
+        - Switched to forward rendering exclusively, which is optimized to do
+          more work in the vertex shader.
+        - Zone system refactoring. Objects check the zone they belong to for
+          per-zone light masking, ambient light and fog settings.
+        - Scripting API fixes and improvements.
+
+V1.11   - Bugfixes and performance optimizations.
+        - Added GraphicsTest example from V1.0 (now called TestSceneOld.)
+        - Added fallback mode, which is used if multiple render targets or
+          hardware shadow maps are not available.
+
+V1.1    - Object and scene model refactoring.
+        - Automatic serialization of scene objects via attributes.
+        - Added OpenGL and cross-platform support.
+        - Switched to kNet library for networking.
+
+V1.0    - Original release.