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-Urho3D - cross-platform 2D and 3D game engine
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----------------------------------------------
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-
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-http://urho3d.github.io/
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-
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-Licensed under the MIT license, see License.txt for details.
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-
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-
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-Credits
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--------
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-
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-Urho3D development, contributions and bugfixes by:
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-- Lasse Öörni ([email protected], AgentC at GameDev.net)
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-- Wei Tjong Yao
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-- Aster Jian
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-- Colin Barrett
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-- Erik Beran
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-- Danny Boisvert
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-- Carlo Carollo
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-- Pete Chown
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-- Sebastian Delatorre (primitivewaste)
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-- Josh Engebretson
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-- Chris Friesen
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-- Alex Fuller
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-- Mika Heinonen
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-- Graham King
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-- Jason Kinzer
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-- Gunnar Kriik
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-- Ali Kämäräinen
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-- Pete Leigh
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-- Jonne Nauha
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-- Paul Noome
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-- David Palacios
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-- Alex Parlett
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-- Jordan Patterson
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-- Vladimir Pobedinsky
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-- Nick Royer
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-- Miika Santala
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-- Joshua Tippetts
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-- Daniel Wiberg
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-- Steven Zhang
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-- AGreatFish
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-- Enhex
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-- Firegorilla
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-- Magic.Lixin
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-- Mike3D
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-- OvermindDL1
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-- andmar1x
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-- amadeus_osa
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-- atship
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-- att
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-- celeron55
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-- hdunderscore
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-- mightyCelu
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-- nemerle
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-- ninjastone
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-- rasteron
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-- reattiva
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-- rifai
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-- skaiware
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-- szamq
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-- thebluefish
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-
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-Urho3D is greatly inspired by OGRE (http://www.ogre3d.org) and Horde3D
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-(http://www.horde3d.org). Additional inspiration & research used:
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-- Rectangle packing by Jukka Jylänki (clb)
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- http://clb.demon.fi/projects/rectangle-bin-packing
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-- Tangent generation from Terathon
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- http://www.terathon.com/code/tangent.html
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-- Fast, Minimum Storage Ray/Triangle Intersection by Möller & Trumbore
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- http://www.graphics.cornell.edu/pubs/1997/MT97.pdf
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-- Linear-Speed Vertex Cache Optimisation by Tom Forsyth
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- http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
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-- Software rasterization of triangles based on Chris Hecker's
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- Perspective Texture Mapping series in the Game Developer magazine
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- http://chrishecker.com/Miscellaneous_Technical_Articles
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-- Networked Physics by Glenn Fiedler
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- http://gafferongames.com/game-physics/networked-physics/
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-- Euler Angle Formulas by David Eberly
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- http://www.geometrictools.com/Documentation/EulerAngles.pdf
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-- Red Black Trees by Julienne Walker
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- http://eternallyconfuzzled.com/tuts/datastructures/jsw_tut_rbtree.aspx
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-- Comparison of several sorting algorithms by Juha Nieminen
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- http://warp.povusers.org/SortComparison/
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-
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-Urho3D uses the following third-party libraries:
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-- AngelScript 2.29.1 (http://www.angelcode.com/angelscript/)
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-- Box2D 2.3.0 (http://box2d.org/)
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-- Bullet 2.82 (http://www.bulletphysics.org/)
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-- Civetweb (http://sourceforge.net/projects/civetweb/)
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-- FreeType 2.5.0 (http://www.freetype.org/)
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-- GLEW 1.9.0 (http://glew.sourceforge.net/)
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-- jo_jpeg 1.52 (http://www.jonolick.com/uploads/7/9/2/1/7921194/jo_jpeg.cpp)
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-- kNet (https://github.com/juj/kNet)
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-- libcpuid 0.2.0 (http://libcpuid.sourceforge.net/)
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-- Lua 5.1 (http://www.lua.org)
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-- LuaJIT 2.0.3 (http://www.luajit.org)
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-- LZ4 (http://code.google.com/p/lz4/)
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-- MojoShader (http://icculus.org/mojoshader/)
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-- Open Asset Import Library (http://assimp.sourceforge.net/)
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-- pugixml 1.0 (http://pugixml.org/)
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-- rapidjson 0.11 (https://code.google.com/p/rapidjson/)
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-- Recast/Detour (https://github.com/memononen/recastnavigation/)
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-- SDL 2.0.3 (http://www.libsdl.org/)
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-- StanHull (http://codesuppository.blogspot.com/2006/03/
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- john-ratcliffs-code-suppository-blog.html)
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-- stb_image 1.29 (http://nothings.org/)
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-- stb_vorbis 0.99996 (http://nothings.org/)
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-- tolua++ 1.0.93 (http://www.codenix.com/~tolua)
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-
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-DXT / ETC1 / PVRTC decompression code based on the Squish library and the Oolong
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-Engine.
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-Jack and mushroom models from the realXtend project. (http://www.realxtend.org)
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-Ninja model and terrain, water, smoke, flare and status bar textures from OGRE.
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-BlueHighway font from Larabie Fonts.
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-Anonymous Pro font by Mark Simonson.
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-NinjaSnowWar sounds by Veli-Pekka Tätilä.
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-
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-
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-Documentation
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--------------
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-
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-Urho3D classes have been sparsely documented using Doxygen notation. To
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-generate documentation into the "Docs" subdirectory, open the Doxyfile in the
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-"Docs" subdirectory with doxywizard and click "Run doxygen" from the "Run" tab.
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-Get Doxygen from http://www.doxygen.org & Graphviz from http://www.graphviz.org.
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-See section "Documentation build" below on how to automate documentation
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-generation as part of the build process.
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-
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-The documentation is also available online at
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- http://urho3d.github.io/documentation/HEAD/index.html
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-
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-Documentation on how to build Urho3D:
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- http://urho3d.github.io/documentation/HEAD/_building.html
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-Documentation on how to use Urho3D as external library
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- http://urho3d.github.io/documentation/HEAD/_using_library.html
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-
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-Replace HEAD with a specific release version in the above links to obtain the
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-documentation pertinent to the specified release. Alternatively, use the
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-document-switcher in the documentation website to do so.
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-
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-
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-History
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--------
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-
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-V1.32
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- - Finalized Urho2D functionality, including 2D physics using Box2D, sprite animation and tile maps
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- - Threaded background resource loading. Must be manually triggered via ResourceCache or by loading a scene asynchronously
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- - Attribute and material shader parameter animation system
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- - Customizable onscreen joystick for mobile platforms. Used in examples
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- - Touch camera control in examples on mobile platforms
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- - Touch emulation by mouse
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- - Multi-touch UI drag support
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- - Consistent touch ID's across platforms
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- - Absolute, relative and wrap modes for the operating system mouse cursor
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- - Support for connecting & removing joysticks during runtime
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- - Negative light & light brightness multiplier support
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- - Transform spaces for Node's translate, rotate & lookat functions
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- - Scrollable console
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- - Selectable console command interpreter (AngelScript, Lua, FileSystem)
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- - Touch scroll in ScrollView & ListView
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- - UI layout flex scale mode
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- - Custom sound streams from C++
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- - LogicComponent C++ base class with virtual update functions similar to ScriptObject
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- - Signed distance field font support
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- - JSON data support
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- - Matrix types in Variant & XML data
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- - Intermediate rendertarget refactoring: use viewport size to allow consistent UV addressing
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- - ParticleEmitter refactoring: use ParticleEffect resource for consistency with ParticleEmitter2D and more optimal net replication
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- - Expose LZ4 compression functions
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- - Support various cube map layouts contained in a single image file
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- - Configurable Bullet physics stepping behavior. Can use elapsed time limiting, or a variable timestep to use less CPU
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- - Default construct math objects to zero / identity
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- - Mandatory registration for remote events. Check allowed event only when receiving
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- - Teapot & torus builtin objects
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- - FXAA 3.11 shader
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- - Triangle rendering in DebugRenderer (more efficient than 3 lines)
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- - Material/texture quality and anisotropy as command line options and engine startup parameters
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- - Spline math class, which the SplinePath component uses
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- - Console auto-show on error
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- - DrawableProxy2D system for optimizing 2D sprite drawing
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- - Possibility to decouple BorderImage border UV's from element size
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- - Editor & NinjaSnowWar resources split into subdirectories
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- - UI hover start & end events
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- - UI drag cancel by pressing ESC
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- - Allowed screen orientations can be controlled. Effective only on iOS
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- - Rendering sceneless renderpaths
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- - Define individual material passes as SM3-only
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- - Support for copying ListView text to system clipboard
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- - Async system command execution
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- - Generic attribute access for Lua script objects
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- - Use Lua functions directly as event subscribers
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- - Touch gesture recording and load/save
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- - AssetImporter option to allow multiple import of identical meshes
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- - Automatically create a physics world component to scene when necessary
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- - GetSubimage function in the Image class
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- - Possibility to clone existing components from another scene node
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- - Improve terrain rendering on mobile devices
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- - Refactoring of camera facing modes in BillboardSet & Text3D
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- - Additive alpha techniques for particle rendering
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- - Possibility to use CustomGeometry component for physics triangle mesh collision
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- - Access to 2D node coordinates for convenience when using 2D graphics features
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- - Save embedded textures in AssetImporter
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- - Use best matching fullscreen resolution if no exact match
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- - Use SDL_iPhoneSetAnimationCallback instead of blocking main loop
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- - Allow fast partial terrain updates by modifying the heightmap image
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- - API for setting image pixels by integer colors
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- - Refactor to remove the separate ShortStringHash class
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- - Deep clone functionality in Model resource
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- - Zone can define a texture which is available to shaders. Not used by default
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- - Allow logging from outside the main thread
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- - Log warnings for improper attempts to use events from outside main thread
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- - Improved CustomGeometry dynamic updates
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- - ConvexCast function in PhysicsWorld
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- - Screen to world space conversion functions in Viewport class
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- - Allow sending client rotation to server in addition to position
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- - Allow accessing and modifying the engine's next timestep
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- - DeepEnabled mechanism for disabling node or UI element hierarchies and then restoring their own enabled state
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- - Allow to prevent closing a modal window with ESC
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- - Per-viewport control of whether debug geometry should render
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- - Optional interception of resource requests
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- - Readded optional slow & robust mode to AreaAllocator
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- - Optionally disable RigidBody mass update to allow fast adding of
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- - several CollisionShape components to the same node
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- - Runtime synchronization of resource packages from server to client
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- - Disable multisample antialiasing momentarily during rendering. Used by default for UI & quad rendering
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- - Glyph offset support in Font class
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- - Font class internal refactoring
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- - Allow to create AngelScript script objects by specifying the interface it implements
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- - Window position startup parameters
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- - Functions to get time since epoch & modify file's last modified time
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- - Optionally auto-disable child elements of a scroll view when touch scrolling
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- - Allocate views permanently per viewport to allow querying for drawables, lights etc. reliably
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- - Allow to specify material techniques/passes that should not be used on mobile devices
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- - Reduced default shadow mapping issues on mobile devices
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- - Minor rendering optimizations
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- - Build system: possibility to build Urho3D without networking or 2D graphics functionality
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- - Build system: improved generated scripting documentation
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- - Build system: improved support for IDE's in CMake scripts
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- - Build system: support up to Android NDK r10c and 64-bit ABIs
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- - Build system: numerous other improvements
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- - Editor: resource browser
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- - Editor: spawn window for random-generating objects
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- - Editor: allow either zoom or move from mouse wheel
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- - Editor: locate object by doubleclicking node in hierarchy
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- - Editor: take screenshots with F11, camera panning
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- - Editor: button in value edit fields that allows editing by mouse drag
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- - Updated SDL to 2.0.3.
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- - Updated AngelScript to 2.29.1
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- - Updated assimp
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- - Updated Recast/Detour
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- - Fix MinGW build issues
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- - Fix techniques referring to wrong shaders
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- - Fix Node::LookAt() misbehaving in certain situations
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- - Fix resize event not reporting correct window size if window is maximized at start
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- - Fix PhysicsWorld::GetRigidBodies() not using collision mask
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- - Fix zone misassignment issues
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- - Fix Lua not returning correctly typed object for UIElement::GetChild() & UIElement::GetParent()
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- - Fix uninitialized variables in 2D physics components
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- - Fix quad rendering not updating elapsed time uniform
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- - Fix forward rendering normal mapping issues by switching calculations back to world space
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- - Fix wrong logging level on Android
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- - Fix multiple subscribes to same event on Lua
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- - Fix missing Octree update in headless mode
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- - Fix crash when using FreeType to access font kerning tables
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- - Fix ReadString() endless loop if the string does not end
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- - Fix shadow mapping on OS X systems with Intel GPU
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- - Fix manually positioned bones being serialized properly
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- - Fix file checksum calculation on Android
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- - Fix accelerometer input on Android when device is flipped 180 degrees
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- - Fix missing or misbehaving Lua bindings
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- - Fix crashes in physics collision handling when objects are removed during it
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- - Fix shader live reload if previous compile resulted in error
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- - Fix named manual textures not recreating their GPU resource after device loss
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- - Fix skeleton-only model not importing in AssetImporter
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- - Fix terrain raycast returning incorrect position/normal
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- - Fix animation keyframe timing in AssetImporter if start time is not 0
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- - Fix storing Image resources to memory unnecessarily during cube/3D texture loading
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- - Fix to node transform dirtying mechanism and the TransformChanged() script function
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- - Fix returned documents directory not being writable on iOS
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- - Fix click to emptiness not closing a menu
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- - Fix FileWatcher notifying when file was still being saved. By default delay notification 1 second
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- - Fix .txml import in the editor
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- - Fix erroneous raycast to triangles behind the ray
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- - Fix crash when multiple AnimatedModels exist in a node and the master model is destroyed
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- - Fix missing Matrix4 * Matrix3x4 operator in script
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- - Fix various compile warnings that leak to applications using Urho3D
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- - Fix DebugHud update possibly being late one frame
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- - Fix various macros not being usable outside Urho3D namespace
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- - Fix erroneous layout with wordwrap text elements
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- - Fix debug geometry rendering on flipped OpenGL viewports
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- - Fix kNet debug mode assert with zero sized messages
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- - Fix not being able to stop and restart kNet server
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- - Fix AreaAllocator operation
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- - Fix possible crash with parented rigidbodies
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- - Fix missing network delta update if only user variables in a Node have been modified
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- - Fix to only search for June 2010 DirectX SDK, as earlier SDK's will fail
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- - Fix wrong search order of added resource paths
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- - Fix global anisotropic filtering on OpenGL
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- - Fix animation triggers not working if trigger is at animation end
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- - Fix CopyFramebuffer shader name not being used correctly on case- sensitive systems
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- - Fix UI elements not receiving input when the window containing them is partially outside the screen to the left
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- - Fix occlusion rendering not working with counterclockwise triangles
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- - Fix material shader parameter animations going out of sync with other animations when the object using the material is not in view
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- - Fix CPU count functions on Android
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-
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-V1.31
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- - Extensive build system improvements, especially for using Urho3D as a library in an external project.
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- - LuaJIT support.
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- - Improved Lua bindings, Lua coroutine support, automatic loading of compiled Lua scripts (.luc) if they exist.
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- - HDR rendering, 3D textures, height fog and several new post process shaders.
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- - Shader refactoring. Need for XML shader descriptions & ShaderCompiler tool removed.
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- - Reflection / refraction rendering support.
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- - 2D drawable components: StaticSprite2D, AnimatedSprite2D, ParticleEmitter2D.
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- - ToolTip & MessageBox UI elements. UI logic improvements.
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- - Optimized text rendering + dynamic population of font textures for improved batching.
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- - AngelScript DelayedExecute for free functions, and event handling for any script object, not just ScriptInstances
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- - Editor: added grid, toolbar, camera view presets, camera orbit, mouse wheel zoom, multiple viewports and orthographic camera.
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- - Borderless window mode, possibility to change application icon.
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- - SDL GameController support, raw key codes support.
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- - Optimized shadow rendering on mobile devices. Low quality mode avoids dependent texture reads.
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- - HttpRequest class runs in a background thread to avoid blocking.
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- - Compressed package file support using the LZ4 library.
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- - Cone parameters in SoundSource3D for directional attenuation.
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- - Variant GetPtr() safety refactoring. Uses WeakPtr to store RefCounted subclasses. Use GetVoidPtr() to store unsafe arbitrary pointers.
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- - Improved work queue completion events. Work items are now RefCounted to allow persisting them as necessary.
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- - Allow to disable automatic execution of AngelScript & Lua from the engine console.
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- - Added shader variations, for example ambient occlusion texture and better emissive color support.
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- - Added examples.
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- - Update SDL to 2.0.1
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- - Update AngelScript to 2.28.1.
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- - Update FreeType to 2.5.0.
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- - Fix partial texture updates, both Direct3D9 & OpenGL.
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- - Fix long-standing audio click bug.
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- - Fix kinematic rigidbodies to apply impulses correctly to dynamic bodies.
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- - Plus many more improvements and bugfixes.V1.3 - Lua scripting support.
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- - Optional build as a single external library, static or dynamic.
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- - Raspberry Pi support.
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- - 64-bit build support.
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- - HTTP client using the Civetweb library.
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- - Enhanced CMake build scripts. Android build also uses CMake. Use out-of-source build on platform that supports it.
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- - Rendering performance optimizations, optional StaticModelGroup component for culling and lighting several objects as one unit.
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- - A set of sample applications implemented in C++, AngelScript and Lua.
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- - Automatic Node/component handle member variable serialization for AngelScript script objects.
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- - New UI theme.
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- - Shadow & stroke effects in Text & Text3D.
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- - Boolean shader uniforms.
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- - Quick menu in the editor.
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- - Material editor and preview in the editor.
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- - Editable attributes for particle emitters.
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- - Components are grouped into categories in the editor.
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- - Update SDL to stable 2.0.0 release.
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- - Several other improvements and bugfixes.
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-
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-V1.23
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- - UI editing support in the editor.
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- - Undo/redo in the editor.
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- - Recast/Detour library integration for navigation mesh generation and pathfinding.
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- - Open Asset Import Library update, enables FBX file support.
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- - "Is Enabled" attribute in scene nodes and components for an uniform mechanism to temporarily disable unneeded audiovisual, physics or logic objects.
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- - Script object public variables editing and serialization.
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- - New components: Text3D and Sprite.
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- - UI library functionality improvements.
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- - sRGB texture and framebuffer support.
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- - Switched to GLEW library for OpenGL extension handling.
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- - Vegetation and lightmapping example shaders.
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- - Engine configuration through a parameter map.
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- - Lots of refactoring, code cleanup and bugfixes.
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-V1.22
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- - Configurable render path replaces hardcoded forward/prepass/deferred modes. Render path system also used for postprocessing now.
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- - Threaded task priorities; long-running tasks (more than one frame) can coexist with the time-critical tasks.
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- - Possibility to use also RGB normal maps.
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- - CustomGeometry component, which allows geometry to be defined similarly to OpenGL immediate mode.
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- - Elapsed time shader parameter for material animation.
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- - Cubic environment mapping example shaders.
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- - Separate physics collision start & end events.
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- - Visual Studio 2012, Eclipse & Xcode build support.
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- - Many bugfixes, including iOS 6 orientation & shadow mapping bugfixes, skinning on some Android devices.
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-V1.21
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- - Bugfixes and code cleanup.
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- - External window support (experimental.)
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- - UI elements refactored to use attributes for serialization.
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- - Animation state editing and animation trigger events.
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- - Scene update time scale can be modified.
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- - Improved the delayed method call system.V1.2 - Android and iOS support.
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- - Decal rendering.
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- - Terrain rendering.
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- - Joystick input support.
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- - Use SDL library for windowing and input on all platforms.
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- - KTX and PVR image loading (for ETC1 & PVRTC compressed textures.)
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- - Removed need for shader preprocessing; reorganized shaders to be more friendly to base custom shaders on.
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- - Inbuilt geometry shapes in the editor.
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-V1.16
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- - Switched to Bullet physics library.
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- - More physics constraint types.
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- - Rendering and networking performance optimizations.
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- - Use Squish library to implement software DXT decompression when not supported in hardware.
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-V1.15
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- - New deferred rendering pipeline.
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- - Unicode support.
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- - Live resource reloading in the editor (Windows only so far.)
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- - More accurate frame timing.
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- - Bugfixes to physics jittering and FBO performance issue on Linux.
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-V1.14
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- - Object (partial scene) load/save.
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- - Post-processing.
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- - Switched to pugixml library, scene load/save optimizations.
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- - Bugfixes to rendertexture views and component attributes.
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-V1.13
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- - Task-based multithreading.
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- - Vertex lighting option.
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- - Forward and light pre-pass rendering pipelines.
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-V1.12
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- - Manipulator gizmo and multi-editing in the editor.
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- - Switched to forward rendering exclusively, which is optimized to do more work in the vertex shader.
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- - Zone system refactoring. Objects check the zone they belong to for per-zone light masking, ambient light and fog settings.
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- - Scripting API fixes and improvements.
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-V1.11
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- - Bugfixes and performance optimizations.
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- - Added GraphicsTest example from V1.0 (now called TestSceneOld.)
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- - Added fallback mode, which is used if multiple render targets or hardware shadow maps are not available.V1.1 - Object and scene model refactoring.
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- - Automatic serialization of scene objects via attributes.
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- - Added OpenGL and cross-platform support.
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- - Switched to kNet library for networking.
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-V1.0
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- - Original release.
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