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Rename Readme.md to README.md. Replace history section with link.
[ci package]

Yao Wei Tjong 姚伟忠 11 年之前
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共有 3 個文件被更改,包括 142 次插入439 次删除
  1. 138 0
      README.md
  2. 4 4
      Rakefile
  3. 0 435
      Readme.md

+ 138 - 0
README.md

@@ -0,0 +1,138 @@
+Urho3D - cross-platform 2D and 3D game engine
+=============================================
+
+http://urho3d.github.io/
+
+Licensed under the MIT license, see License.txt for details.
+
+##Credits
+Urho3D development, contributions and bugfixes by:
+- Lasse Öörni ([email protected], AgentC at GameDev.net)
+- Wei Tjong Yao
+- Aster Jian
+- Colin Barrett
+- Erik Beran
+- Danny Boisvert
+- Carlo Carollo
+- Pete Chown
+- Sebastian Delatorre (primitivewaste)
+- Josh Engebretson
+- Chris Friesen
+- Alex Fuller
+- Mika Heinonen
+- Graham King
+- Jason Kinzer
+- Gunnar Kriik
+- Ali Kämäräinen
+- Pete Leigh
+- Jonne Nauha
+- Paul Noome
+- David Palacios
+- Alex Parlett
+- Jordan Patterson
+- Vladimir Pobedinsky
+- Nick Royer
+- Miika Santala
+- Joshua Tippetts
+- Daniel Wiberg
+- Steven Zhang
+- AGreatFish
+- Enhex
+- Firegorilla
+- Magic.Lixin
+- Mike3D
+- OvermindDL1
+- andmar1x
+- amadeus_osa
+- atship
+- att
+- celeron55
+- hdunderscore
+- mightyCelu
+- nemerle
+- ninjastone
+- rasteron
+- reattiva
+- rifai
+- skaiware
+- szamq
+- thebluefish
+
+Urho3D is greatly inspired by OGRE (http://www.ogre3d.org) and Horde3D
+(http://www.horde3d.org). Additional inspiration & research used:
+- Rectangle packing by Jukka Jylänki (clb)
+  http://clb.demon.fi/projects/rectangle-bin-packing
+- Tangent generation from Terathon
+  http://www.terathon.com/code/tangent.html
+- Fast, Minimum Storage Ray/Triangle Intersection by Möller & Trumbore
+  http://www.graphics.cornell.edu/pubs/1997/MT97.pdf
+- Linear-Speed Vertex Cache Optimisation by Tom Forsyth
+  http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
+- Software rasterization of triangles based on Chris Hecker's
+  Perspective Texture Mapping series in the Game Developer magazine
+  http://chrishecker.com/Miscellaneous_Technical_Articles
+- Networked Physics by Glenn Fiedler
+  http://gafferongames.com/game-physics/networked-physics/
+- Euler Angle Formulas by David Eberly
+  http://www.geometrictools.com/Documentation/EulerAngles.pdf
+- Red Black Trees by Julienne Walker
+  http://eternallyconfuzzled.com/tuts/datastructures/jsw_tut_rbtree.aspx
+- Comparison of several sorting algorithms by Juha Nieminen
+  http://warp.povusers.org/SortComparison/
+
+Urho3D uses the following third-party libraries:
+- AngelScript 2.29.1 (http://www.angelcode.com/angelscript/)
+- Box2D 2.3.0 (http://box2d.org/)
+- Bullet 2.82 (http://www.bulletphysics.org/)
+- Civetweb (http://sourceforge.net/projects/civetweb/)
+- FreeType 2.5.0 (http://www.freetype.org/)
+- GLEW 1.9.0 (http://glew.sourceforge.net/)
+- jo_jpeg 1.52 (http://www.jonolick.com/uploads/7/9/2/1/7921194/jo_jpeg.cpp)
+- kNet (https://github.com/juj/kNet)
+- libcpuid 0.2.0 (http://libcpuid.sourceforge.net/)
+- Lua 5.1 (http://www.lua.org)
+- LuaJIT 2.0.3 (http://www.luajit.org)
+- LZ4 (http://code.google.com/p/lz4/)
+- MojoShader (http://icculus.org/mojoshader/)
+- Open Asset Import Library (http://assimp.sourceforge.net/)
+- pugixml 1.0 (http://pugixml.org/)
+- rapidjson 0.11 (https://code.google.com/p/rapidjson/)
+- Recast/Detour (https://github.com/memononen/recastnavigation/)
+- SDL 2.0.3 (http://www.libsdl.org/)
+- StanHull (http://codesuppository.blogspot.com/2006/03/
+  john-ratcliffs-code-suppository-blog.html)
+- stb_image 1.29 (http://nothings.org/)
+- stb_vorbis 0.99996 (http://nothings.org/)
+- tolua++ 1.0.93 (http://www.codenix.com/~tolua)
+
+DXT / ETC1 / PVRTC decompression code based on the Squish library and the Oolong
+Engine.
+Jack and mushroom models from the realXtend project. (http://www.realxtend.org)
+Ninja model and terrain, water, smoke, flare and status bar textures from OGRE.
+BlueHighway font from Larabie Fonts.
+Anonymous Pro font by Mark Simonson.
+NinjaSnowWar sounds by Veli-Pekka Tätilä.
+
+##Documentation
+Urho3D classes have been sparsely documented using Doxygen notation. To
+generate documentation into the "Docs" subdirectory, open the Doxyfile in the
+"Docs" subdirectory with doxywizard and click "Run doxygen" from the "Run" tab.
+Get Doxygen from http://www.doxygen.org & Graphviz from http://www.graphviz.org.
+See section "Documentation build" below on how to automate documentation
+generation as part of the build process.
+
+The documentation is also available online at
+  http://urho3d.github.io/documentation/HEAD/index.html
+
+Documentation on how to build Urho3D:
+  http://urho3d.github.io/documentation/HEAD/_building.html
+Documentation on how to use Urho3D as external library
+  http://urho3d.github.io/documentation/HEAD/_using_library.html
+
+Replace HEAD with a specific release version in the above links to obtain the
+documentation pertinent to the specified release. Alternatively, use the
+document-switcher in the documentation website to do so.
+
+##History
+The change history is available online at
+  http://urho3d.github.io/documentation/HEAD/_history.html

+ 4 - 4
Rakefile

@@ -187,8 +187,8 @@ desc 'Update site documentation to GitHub Pages'
 task :ci_site_update do
   # Pull or clone
   system 'cd ../doc-Build 2>/dev/null && git pull -q -r || git clone --depth 1 -q https://github.com/urho3d/urho3d.github.io.git ../doc-Build' or abort 'Failed to pull/clone'
-  # Update credits from Readme.md to about.md
-  system "ruby -lne 'BEGIN { credits = false }; puts $_ if credits; credits = true if /bugfixes by:/; credits = false if /^$/' Readme.md |ruby -i -le 'credits = STDIN.read; puts ARGF.read.gsub(/(?<=bugfixes by\n).*?(?=##)/m, credits)' ../doc-Build/about.md" or abort 'Failed to update credits'
+  # Update credits from README.md to about.md
+  system "ruby -lne 'BEGIN { credits = false }; puts $_ if credits; credits = true if /bugfixes by:/; credits = false if /^$/' README.md |ruby -i -le 'credits = STDIN.read; puts ARGF.read.gsub(/(?<=bugfixes by\n).*?(?=##)/m, credits)' ../doc-Build/about.md" or abort 'Failed to update credits'
   # Setup doxygen to use minimal theme
   system "ruby -i -pe 'BEGIN { a = {%q{HTML_HEADER} => %q{minimal-header.html}, %q{HTML_FOOTER} => %q{minimal-footer.html}, %q{HTML_STYLESHEET} => %q{minimal-doxygen.css}, %q{HTML_COLORSTYLE_HUE} => 200, %q{HTML_COLORSTYLE_SAT} => 0, %q{HTML_COLORSTYLE_GAMMA} => 20, %q{DOT_IMAGE_FORMAT} => %q{svg}, %q{INTERACTIVE_SVG} => %q{YES}} }; a.each {|k, v| gsub(/\#{k}\s*?=.*?\n/, %Q{\#{k} = \#{v}\n}) }' ../Build/Docs/Doxyfile" or abort 'Failed to setup doxygen configuration file'
   system 'cp ../doc-Build/_includes/Doxygen/minimal-* ../Build/Docs' or abort 'Failed to copy minimal-themed template'
@@ -309,8 +309,8 @@ EOF" or abort 'Failed to create release directory remotely'
     # Upload the source package
     system "scp Urho3D-* [email protected]:#{upload_dir}" or abort 'Failed to upload source package'
     # Sync readme and license files, just in case they are updated in the repo
-    system 'for f in Readme.md License.txt; do mtime=$(git log --format=%ai -n1 $f); touch -d "$mtime" $f; done' or abort 'Failed to acquire file modified time'
-    system 'rsync -e ssh -az Readme.md License.txt [email protected]:/home/frs/project/$TRAVIS_REPO_SLUG' or abort 'Failed to sync readme and license files'
+    system 'for f in README.md License.txt; do mtime=$(git log --format=%ai -n1 $f); touch -d "$mtime" $f; done' or abort 'Failed to acquire file modified time'
+    system 'rsync -e ssh -az README.md License.txt [email protected]:/home/frs/project/$TRAVIS_REPO_SLUG' or abort 'Failed to sync readme and license files'
     # Mark that the site has been updated
     File.open('.site_updated', 'w') {}
   end

+ 0 - 435
Readme.md

@@ -1,435 +0,0 @@
-Urho3D - cross-platform 2D and 3D game engine
----------------------------------------------
-
-http://urho3d.github.io/
-
-Licensed under the MIT license, see License.txt for details.
-
-
-Credits
--------
-
-Urho3D development, contributions and bugfixes by:
-- Lasse Öörni ([email protected], AgentC at GameDev.net)
-- Wei Tjong Yao
-- Aster Jian
-- Colin Barrett
-- Erik Beran
-- Danny Boisvert
-- Carlo Carollo
-- Pete Chown
-- Sebastian Delatorre (primitivewaste)
-- Josh Engebretson
-- Chris Friesen
-- Alex Fuller
-- Mika Heinonen
-- Graham King
-- Jason Kinzer
-- Gunnar Kriik
-- Ali Kämäräinen
-- Pete Leigh
-- Jonne Nauha
-- Paul Noome
-- David Palacios
-- Alex Parlett
-- Jordan Patterson
-- Vladimir Pobedinsky
-- Nick Royer
-- Miika Santala
-- Joshua Tippetts
-- Daniel Wiberg
-- Steven Zhang
-- AGreatFish
-- Enhex
-- Firegorilla
-- Magic.Lixin
-- Mike3D
-- OvermindDL1
-- andmar1x
-- amadeus_osa
-- atship
-- att
-- celeron55
-- hdunderscore
-- mightyCelu
-- nemerle
-- ninjastone
-- rasteron
-- reattiva
-- rifai
-- skaiware
-- szamq
-- thebluefish
-
-Urho3D is greatly inspired by OGRE (http://www.ogre3d.org) and Horde3D
-(http://www.horde3d.org). Additional inspiration & research used:
-- Rectangle packing by Jukka Jylänki (clb)
-  http://clb.demon.fi/projects/rectangle-bin-packing
-- Tangent generation from Terathon
-  http://www.terathon.com/code/tangent.html
-- Fast, Minimum Storage Ray/Triangle Intersection by Möller & Trumbore
-  http://www.graphics.cornell.edu/pubs/1997/MT97.pdf
-- Linear-Speed Vertex Cache Optimisation by Tom Forsyth
-  http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
-- Software rasterization of triangles based on Chris Hecker's
-  Perspective Texture Mapping series in the Game Developer magazine
-  http://chrishecker.com/Miscellaneous_Technical_Articles
-- Networked Physics by Glenn Fiedler
-  http://gafferongames.com/game-physics/networked-physics/
-- Euler Angle Formulas by David Eberly
-  http://www.geometrictools.com/Documentation/EulerAngles.pdf
-- Red Black Trees by Julienne Walker
-  http://eternallyconfuzzled.com/tuts/datastructures/jsw_tut_rbtree.aspx
-- Comparison of several sorting algorithms by Juha Nieminen
-  http://warp.povusers.org/SortComparison/
-
-Urho3D uses the following third-party libraries:
-- AngelScript 2.29.1 (http://www.angelcode.com/angelscript/)
-- Box2D 2.3.0 (http://box2d.org/)
-- Bullet 2.82 (http://www.bulletphysics.org/)
-- Civetweb (http://sourceforge.net/projects/civetweb/)
-- FreeType 2.5.0 (http://www.freetype.org/)
-- GLEW 1.9.0 (http://glew.sourceforge.net/)
-- jo_jpeg 1.52 (http://www.jonolick.com/uploads/7/9/2/1/7921194/jo_jpeg.cpp)
-- kNet (https://github.com/juj/kNet)
-- libcpuid 0.2.0 (http://libcpuid.sourceforge.net/)
-- Lua 5.1 (http://www.lua.org)
-- LuaJIT 2.0.3 (http://www.luajit.org)
-- LZ4 (http://code.google.com/p/lz4/)
-- MojoShader (http://icculus.org/mojoshader/)
-- Open Asset Import Library (http://assimp.sourceforge.net/)
-- pugixml 1.0 (http://pugixml.org/)
-- rapidjson 0.11 (https://code.google.com/p/rapidjson/)
-- Recast/Detour (https://github.com/memononen/recastnavigation/)
-- SDL 2.0.3 (http://www.libsdl.org/)
-- StanHull (http://codesuppository.blogspot.com/2006/03/
-  john-ratcliffs-code-suppository-blog.html)
-- stb_image 1.29 (http://nothings.org/)
-- stb_vorbis 0.99996 (http://nothings.org/)
-- tolua++ 1.0.93 (http://www.codenix.com/~tolua)
-
-DXT / ETC1 / PVRTC decompression code based on the Squish library and the Oolong
-Engine.
-Jack and mushroom models from the realXtend project. (http://www.realxtend.org)
-Ninja model and terrain, water, smoke, flare and status bar textures from OGRE.
-BlueHighway font from Larabie Fonts.
-Anonymous Pro font by Mark Simonson.
-NinjaSnowWar sounds by Veli-Pekka Tätilä.
-
-
-Documentation
--------------
-
-Urho3D classes have been sparsely documented using Doxygen notation. To
-generate documentation into the "Docs" subdirectory, open the Doxyfile in the
-"Docs" subdirectory with doxywizard and click "Run doxygen" from the "Run" tab.
-Get Doxygen from http://www.doxygen.org & Graphviz from http://www.graphviz.org.
-See section "Documentation build" below on how to automate documentation
-generation as part of the build process.
-
-The documentation is also available online at
-  http://urho3d.github.io/documentation/HEAD/index.html
-
-Documentation on how to build Urho3D:
-  http://urho3d.github.io/documentation/HEAD/_building.html
-Documentation on how to use Urho3D as external library
-  http://urho3d.github.io/documentation/HEAD/_using_library.html
-
-Replace HEAD with a specific release version in the above links to obtain the
-documentation pertinent to the specified release. Alternatively, use the
-document-switcher in the documentation website to do so.
-
-
-History
--------
-
-V1.32
- - Finalized Urho2D functionality, including 2D physics using Box2D, sprite animation and tile maps
- - Threaded background resource loading. Must be manually triggered via ResourceCache or by loading a scene asynchronously
- - Attribute and material shader parameter animation system
- - Customizable onscreen joystick for mobile platforms. Used in examples
- - Touch camera control in examples on mobile platforms
- - Touch emulation by mouse
- - Multi-touch UI drag support
- - Consistent touch ID's across platforms
- - Absolute, relative and wrap modes for the operating system mouse cursor
- - Support for connecting & removing joysticks during runtime
- - Negative light & light brightness multiplier support
- - Transform spaces for Node's translate, rotate & lookat functions
- - Scrollable console
- - Selectable console command interpreter (AngelScript, Lua, FileSystem)
- - Touch scroll in ScrollView & ListView
- - UI layout flex scale mode
- - Custom sound streams from C++
- - LogicComponent C++ base class with virtual update functions similar to ScriptObject
- - Signed distance field font support
- - JSON data support
- - Matrix types in Variant & XML data
- - Intermediate rendertarget refactoring: use viewport size to allow consistent UV addressing
- - ParticleEmitter refactoring: use ParticleEffect resource for consistency with ParticleEmitter2D and more optimal net replication
- - Expose LZ4 compression functions
- - Support various cube map layouts contained in a single image file
- - Configurable Bullet physics stepping behavior. Can use elapsed time limiting, or a variable timestep to use less CPU
- - Default construct math objects to zero / identity
- - Mandatory registration for remote events. Check allowed event only when receiving
- - Teapot & torus builtin objects
- - FXAA 3.11 shader
- - Triangle rendering in DebugRenderer (more efficient than 3 lines)
- - Material/texture quality and anisotropy as command line options and engine startup parameters
- - Spline math class, which the SplinePath component uses
- - Console auto-show on error
- - DrawableProxy2D system for optimizing 2D sprite drawing
- - Possibility to decouple BorderImage border UV's from element size
- - Editor & NinjaSnowWar resources split into subdirectories
- - UI hover start & end events
- - UI drag cancel by pressing ESC
- - Allowed screen orientations can be controlled. Effective only on iOS
- - Rendering sceneless renderpaths
- - Define individual material passes as SM3-only
- - Support for copying ListView text to system clipboard
- - Async system command execution
- - Generic attribute access for Lua script objects
- - Use Lua functions directly as event subscribers
- - Touch gesture recording and load/save
- - AssetImporter option to allow multiple import of identical meshes
- - Automatically create a physics world component to scene when necessary
- - GetSubimage function in the Image class
- - Possibility to clone existing components from another scene node
- - Improve terrain rendering on mobile devices
- - Refactoring of camera facing modes in BillboardSet & Text3D
- - Additive alpha techniques for particle rendering
- - Possibility to use CustomGeometry component for physics triangle mesh collision
- - Access to 2D node coordinates for convenience when using 2D graphics features
- - Save embedded textures in AssetImporter
- - Use best matching fullscreen resolution if no exact match
- - Use SDL_iPhoneSetAnimationCallback instead of blocking main loop
- - Allow fast partial terrain updates by modifying the heightmap image
- - API for setting image pixels by integer colors
- - Refactor to remove the separate ShortStringHash class
- - Deep clone functionality in Model resource
- - Zone can define a texture which is available to shaders. Not used by default
- - Allow logging from outside the main thread
- - Log warnings for improper attempts to use events from outside main thread
- - Improved CustomGeometry dynamic updates
- - ConvexCast function in PhysicsWorld
- - Screen to world space conversion functions in Viewport class
- - Allow sending client rotation to server in addition to position
- - Allow accessing and modifying the engine's next timestep
- - DeepEnabled mechanism for disabling node or UI element hierarchies and then restoring their own enabled state
- - Allow to prevent closing a modal window with ESC
- - Per-viewport control of whether debug geometry should render
- - Optional interception of resource requests
- - Readded optional slow & robust mode to AreaAllocator
- - Optionally disable RigidBody mass update to allow fast adding of
- - several CollisionShape components to the same node
- - Runtime synchronization of resource packages from server to client
- - Disable multisample antialiasing momentarily during rendering. Used by default for UI & quad rendering
- - Glyph offset support in Font class
- - Font class internal refactoring
- - Allow to create AngelScript script objects by specifying the interface it implements
- - Window position startup parameters
- - Functions to get time since epoch & modify file's last modified time
- - Optionally auto-disable child elements of a scroll view when touch  scrolling
- - Allocate views permanently per viewport to allow querying for drawables, lights etc. reliably
- - Allow to specify material techniques/passes that should not be used on mobile devices
- - Reduced default shadow mapping issues on mobile devices
- - Minor rendering optimizations
- - Build system: possibility to build Urho3D without networking or 2D graphics functionality
- - Build system: improved generated scripting documentation
- - Build system: improved support for IDE's in CMake scripts
- - Build system: support up to Android NDK r10c and 64-bit ABIs
- - Build system: numerous other improvements
- - Editor: resource browser
- - Editor: spawn window for random-generating objects
- - Editor: allow either zoom or move from mouse wheel
- - Editor: locate object by doubleclicking node in hierarchy
- - Editor: take screenshots with F11, camera panning
- - Editor: button in value edit fields that allows editing by mouse drag
- - Updated SDL to 2.0.3.
- - Updated AngelScript to 2.29.1
- - Updated assimp
- - Updated Recast/Detour
- - Fix MinGW build issues
- - Fix techniques referring to wrong shaders
- - Fix Node::LookAt() misbehaving in certain situations
- - Fix resize event not reporting correct window size if window is maximized at start
- - Fix PhysicsWorld::GetRigidBodies() not using collision mask
- - Fix zone misassignment issues
- - Fix Lua not returning correctly typed object for UIElement::GetChild() & UIElement::GetParent()
- - Fix uninitialized variables in 2D physics components
- - Fix quad rendering not updating elapsed time uniform
- - Fix forward rendering normal mapping issues by switching calculations back to world space
- - Fix wrong logging level on Android
- - Fix multiple subscribes to same event on Lua
- - Fix missing Octree update in headless mode
- - Fix crash when using FreeType to access font kerning tables
- - Fix ReadString() endless loop if the string does not end
- - Fix shadow mapping on OS X systems with Intel GPU
- - Fix manually positioned bones being serialized properly
- - Fix file checksum calculation on Android
- - Fix accelerometer input on Android when device is flipped 180 degrees
- - Fix missing or misbehaving Lua bindings
- - Fix crashes in physics collision handling when objects are removed during it
- - Fix shader live reload if previous compile resulted in error
- - Fix named manual textures not recreating their GPU resource after device loss
- - Fix skeleton-only model not importing in AssetImporter
- - Fix terrain raycast returning incorrect position/normal
- - Fix animation keyframe timing in AssetImporter if start time is not 0
- - Fix storing Image resources to memory unnecessarily during cube/3D  texture loading
- - Fix to node transform dirtying mechanism and the TransformChanged()  script function
- - Fix returned documents directory not being writable on iOS
- - Fix click to emptiness not closing a menu
- - Fix FileWatcher notifying when file was still being saved. By default delay notification 1 second
- - Fix .txml import in the editor
- - Fix erroneous raycast to triangles behind the ray
- - Fix crash when multiple AnimatedModels exist in a node and the master  model is destroyed
- - Fix missing Matrix4 * Matrix3x4 operator in script
- - Fix various compile warnings that leak to applications using Urho3D
- - Fix DebugHud update possibly being late one frame
- - Fix various macros not being usable outside Urho3D namespace
- - Fix erroneous layout with wordwrap text elements
- - Fix debug geometry rendering on flipped OpenGL viewports
- - Fix kNet debug mode assert with zero sized messages
- - Fix not being able to stop and restart kNet server
- - Fix AreaAllocator operation
- - Fix possible crash with parented rigidbodies
- - Fix missing network delta update if only user variables in a Node have been modified
- - Fix to only search for June 2010 DirectX SDK, as earlier SDK's will fail
- - Fix wrong search order of added resource paths
- - Fix global anisotropic filtering on OpenGL
- - Fix animation triggers not working if trigger is at animation end
- - Fix CopyFramebuffer shader name not being used correctly on case- sensitive systems
- - Fix UI elements not receiving input when the window containing them is partially outside the screen to the left
- - Fix occlusion rendering not working with counterclockwise triangles
- - Fix material shader parameter animations going out of sync with other animations when the object using the material is not in view
- - Fix CPU count functions on Android 
-
-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 to store RefCounted subclasses. 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 partial texture updates, both Direct3D9 & OpenGL.
- - 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.
- - 64-bit build support.
- - HTTP client using the Civetweb library.
- - Enhanced CMake build scripts. Android build also uses CMake. Use out-of-source build on platform that supports it.
- - Rendering performance optimizations, optional StaticModelGroup component for culling and lighting several objects as one unit.
- - A set of sample applications implemented in C++, AngelScript and Lua.
- - Automatic Node/component handle member variable serialization for AngelScript script objects.
- - New UI theme.
- - Shadow & stroke effects in Text & Text3D.
- - Boolean shader uniforms.
- - Quick menu in the editor.
- - Material editor and preview in the editor.
- - Editable attributes for particle emitters.
- - Components are grouped into categories in the editor.
- - Update SDL to stable 2.0.0 release.
- - Several other improvements and bugfixes.
-
-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.
- - 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, skinning on some Android devices.
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-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.
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-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.
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-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.
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-V1.14
- - Object (partial scene) load/save.
- - Post-processing.
- - Switched to pugixml library, scene load/save optimizations.
- - Bugfixes to rendertexture views and component attributes.
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-V1.13
- - Task-based multithreading.
- - Vertex lighting option.
- - Forward and light pre-pass rendering pipelines.
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-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.
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-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.
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-V1.0
- - Original release.