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@@ -174,253 +174,257 @@ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLI
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V1.4
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V1.4
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-- Direct3D11 and OpenGL 3 rendering. %Shader %Model 2 support removed
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-- Experimental Emscripten support
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-- Overhauled build system with better out-of-source build support & source tree reorganization
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-- Add proper precompiled header (PCH) support for GCC/Clang compiler toolchains (and their derivatives)
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-- Add compiler cache (ccache) support to build system for host systems where ccache is installable
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-- Crowd navigation and dynamic navigation mesh using the DetourCrowd and DetourTileCache libraries
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-- 2D rendering improvements and optimization
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-- Allow materials to use any texture unit; up to 8 consecutive material texture units available for desktop graphics
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-- Depth-only rendering pass and readable hardware depth support
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-- Cubemap support and using programmatically defined rendertargets in renderpaths
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-- Vertex and index buffer access from script through %VectorBuffer
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-- %UI can be rendered to a texture with a renderpath command
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-- Uncompressed DDS support: generic decode to 8-bit RGBA
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-- Dynamic audio types instead of hardcoded
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-- Dynamic cursor image type definitions
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-- Added various material techniques
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-- Allow reading Data/CommandLine.txt on all platforms, if Urho3DPlayer is started without parameters
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-- LOD level support in %Terrain collision shape
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-- Reduce cost of rendering multiple materials with same shader parameter values, reduce shader switching cost on D3D9, and other rendering efficiency optimizations
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-- Refactored event subscription mechanism with Lua
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-- Add SpritePacker utility
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-- User configurable indentation for XML and JSON files
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-- %Controls class moved away from %Network subdirectory to allow using when Urho3D is built without networking
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-- MOBILE_GRAPHICS & DESKTOP_GRAPHICS defines for graphics capability level, to avoid hardcoded platform checks
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-- Remove bell sound when pressing Alt key combinations on Windows
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-- 8-bit time stamp added to client controls sent over the network. Allow to intercept attribute updates from network. These features should allow writing custom clientside prediction
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-- Return hit submesh index in raycast to %StaticModel
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-- Fill mode added to materials
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-- AngelScript script objects can be stored in a %Variant
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-- Improved attribute registration: class name and variant type not needed
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-- Add new rake tasks to facilitate configuring/generating and building Urho3D project, including external project using Urho3D library
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-- Update PugiXml to 1.5
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-- Update STB libraries to latest
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-- Editor: particle effect editor window
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-- Editor: sound type editor window
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-- Editor: remember script attributes and restore them if a compile error occurs
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-- Editor: remember custom var names globally in the editor configuration
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-- Editor: button-based editor for bitmask attributes
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-- Editor: duplicate operation
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-- Editor: resource browser improvements
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-- Editor: renderpath can be chosen
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-- Editor: allow running without Urho2D compiled in
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-- Editor: inspector lock
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-- Editor: ensure correct gizmo size in orthographic mode
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-- Editor: copy camera transform operation
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-- Editor: do not allow to set a dialog modal in the UI editor
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-- Fix mouse stutter by using SDL_PollEvent() instead of SDL_PumpEvents()
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-- Fix various missing script bindings
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-- Fix missing editor grid after scene revert
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-- Fix StaticModelGrup alpha materials rendering only 1 instance
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-- Fix missing attribute side effects (ApplyAttributes) in attribute animation
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-- Fix billboard render sorting from several views on the same frame
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-- Fix editor to load %UI assets from executable directory to prevent using old UI assets from user's resource directories
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-- Fix %UI element drag showing "not accepted" mistakenly
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-- Fix WritePackedQuaternion() always returning false
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-- Fix uninitialized variable in %Shader class
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-- Fix wrong camera aspect ratio after modifying orthographic size
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-- Fix "lightvolumes" render path command not allowing custom shader defines
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-- Fix %AnimatedSprite2D not hiding child sprites when disabled
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-- Fix missing export specifiers for some Urho3D classes
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-- Fix additive particle scale modification making the particle size negative
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-- Fix screen orientation issue on iOS 8
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-- Fix multiple view rendering for 2D drawables
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-- Fix Bullet friction on Clang compiler
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-- Fix textures left bound in multiple units on OpenGL
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-- Fix infinite loop in %ResourceCache::AddPackageFile()
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-- Fix corrupt network message reception by updating kNet library
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-- Fix NaN check working incorrectly on GCC
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-- Fix possible wrong logic when a component is removed from a scene node, as opposed to being destroyed
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-- Fix tab escape sequences in the generated script documentation
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-- Fix warnings that leak into Urho3D applications
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-- Fix being able to create a REPLICATED component into a LOCAL node
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-- Fix negative light direction from Assimp with certain 3D file formats
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-- Fix spot light FOV handling with Assimp
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-- Fix incorrect partial terrain update and improve terrain update worst-case performance
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-- Fix incorrect rendering to backbuffer after post-process pingponging on OpenGL
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-- Fix crash when calling FixInterpolation() incorrectly on a compressed sound resource
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-- Fix AngelScript compile on VS2015
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-- Fix crash with null materials in 2D rendering
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-- Fix kNet WinXP compatibility
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-- Fix possible threaded resource load issues with XML files
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-- Fix missing null checks in %AnimatedSprite2D
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-- Fix window drag behavior with hidden mouse on Linux; require click in window before re-enabling hidden mouse on all desktop OS'es
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-- Fix erratic hidden mouse move when used together with touch input
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-- Fix black screen on OSX after fullscreen/windowed switch
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-- Fix incorrectly working AngelScript native calls on Clang / Windows
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+- Direct3D11 and OpenGL 3 rendering. %Shader %Model 2 support removed.
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|
|
|
+- Experimental Emscripten support.
|
|
|
|
|
+- Raspberry-Pi 2 support.
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+- Overhauled build system with better out-of-source build support & source tree reorganization.
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+- Add host-tool building support for cross-compiling build which makes enabling of Lua/LuaJIT on Android build easier to configure than before and also makes new URHO3D_PACKAGING build option possible.
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+- Add new engine parameter to set the location of the asset/resource prefix path. This addition makes new URHO3D_MACOSX_BUNDLE build option possible.
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+- Add proper precompiled header (PCH) support for GCC/Clang compiler toolchains (and their derivatives).
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+- Add compiler cache (ccache) support to build system for host systems where ccache is installable. The support is available for both native and cross-compiler toolchains.
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|
|
|
|
+- Crowd navigation and dynamic navigation mesh using the DetourCrowd and DetourTileCache libraries.
|
|
|
|
|
+- 2D rendering improvements and optimization.
|
|
|
|
|
+- Allow materials to use any texture unit; up to 8 consecutive material texture units available for desktop graphics.
|
|
|
|
|
+- Depth-only rendering pass and readable hardware depth support.
|
|
|
|
|
+- Cubemap support and using programmatically defined rendertargets in renderpaths.
|
|
|
|
|
+- Vertex and index buffer access from script through %VectorBuffer.
|
|
|
|
|
+- %UI can be rendered to a texture with a renderpath command.
|
|
|
|
|
+- Uncompressed DDS support: generic decode to 8-bit RGBA.
|
|
|
|
|
+- Dynamic audio types instead of hardcoded.
|
|
|
|
|
+- Dynamic cursor image type definitions.
|
|
|
|
|
+- Added various material techniques.
|
|
|
|
|
+- Allow reading Data/CommandLine.txt on all platforms, if Urho3DPlayer is started without parameters.
|
|
|
|
|
+- LOD level support in %Terrain collision shape.
|
|
|
|
|
+- Reduce cost of rendering multiple materials with same shader parameter values, reduce shader switching cost on D3D9, and other rendering efficiency optimizations.
|
|
|
|
|
+- Refactored event subscription mechanism with Lua.
|
|
|
|
|
+- Add SpritePacker utility.
|
|
|
|
|
+- User configurable indentation for XML and JSON files.
|
|
|
|
|
+- %Controls class moved away from %Network subdirectory to allow using when Urho3D is built without networking.
|
|
|
|
|
+- MOBILE_GRAPHICS & DESKTOP_GRAPHICS defines for graphics capability level, to avoid hardcoded platform checks.
|
|
|
|
|
+- Remove bell sound when pressing Alt key combinations on Windows.
|
|
|
|
|
+- 8-bit time stamp added to client controls sent over the network. Allow to intercept attribute updates from network. These features should allow writing custom clientside prediction.
|
|
|
|
|
+- Return hit submesh index in raycast to %StaticModel.
|
|
|
|
|
+- Fill mode added to materials.
|
|
|
|
|
+- AngelScript script objects can be stored in a %Variant.
|
|
|
|
|
+- Improved attribute registration: class name and variant type not needed.
|
|
|
|
|
+- Add new rake tasks to facilitate configuring/generating and building Urho3D project, including external project using Urho3D library.
|
|
|
|
|
+- Update PugiXml to 1.5.
|
|
|
|
|
+- Update STB libraries to latest.
|
|
|
|
|
+- Editor: particle effect editor window.
|
|
|
|
|
+- Editor: sound type editor window.
|
|
|
|
|
+- Editor: remember script attributes and restore them if a compile error occurs.
|
|
|
|
|
+- Editor: remember custom var names globally in the editor configuration.
|
|
|
|
|
+- Editor: button-based editor for bitmask attributes.
|
|
|
|
|
+- Editor: duplicate operation.
|
|
|
|
|
+- Editor: resource browser improvements.
|
|
|
|
|
+- Editor: renderpath can be chosen.
|
|
|
|
|
+- Editor: allow running without Urho2D compiled in.
|
|
|
|
|
+- Editor: inspector lock.
|
|
|
|
|
+- Editor: ensure correct gizmo size in orthographic mode.
|
|
|
|
|
+- Editor: copy camera transform operation.
|
|
|
|
|
+- Editor: do not allow to set a dialog modal in the UI editor.
|
|
|
|
|
+- Fix mouse stutter by using SDL_PollEvent() instead of SDL_PumpEvents().
|
|
|
|
|
+- Fix various missing script bindings.
|
|
|
|
|
+- Fix missing editor grid after scene revert.
|
|
|
|
|
+- Fix StaticModelGrup alpha materials rendering only 1 instance.
|
|
|
|
|
+- Fix missing attribute side effects (ApplyAttributes) in attribute animation.
|
|
|
|
|
+- Fix billboard render sorting from several views on the same frame.
|
|
|
|
|
+- Fix editor to load %UI assets from executable directory to prevent using old UI assets from user's resource directories.
|
|
|
|
|
+- Fix %UI element drag showing "not accepted" mistakenly.
|
|
|
|
|
+- Fix WritePackedQuaternion() always returning false.
|
|
|
|
|
+- Fix uninitialized variable in %Shader class.
|
|
|
|
|
+- Fix wrong camera aspect ratio after modifying orthographic size.
|
|
|
|
|
+- Fix "lightvolumes" render path command not allowing custom shader defines.
|
|
|
|
|
+- Fix %AnimatedSprite2D not hiding child sprites when disabled.
|
|
|
|
|
+- Fix missing export specifiers for some Urho3D classes.
|
|
|
|
|
+- Fix additive particle scale modification making the particle size negative.
|
|
|
|
|
+- Fix screen orientation issue on iOS 8.
|
|
|
|
|
+- Fix multiple view rendering for 2D drawables.
|
|
|
|
|
+- Fix Bullet friction on Clang compiler.
|
|
|
|
|
+- Fix textures left bound in multiple units on OpenGL.
|
|
|
|
|
+- Fix infinite loop in %ResourceCache::AddPackageFile().
|
|
|
|
|
+- Fix corrupt network message reception by updating kNet library.
|
|
|
|
|
+- Fix NaN check working incorrectly on GCC.
|
|
|
|
|
+- Fix possible wrong logic when a component is removed from a scene node, as opposed to being destroyed.
|
|
|
|
|
+- Fix tab escape sequences in the generated script documentation.
|
|
|
|
|
+- Fix warnings that leak into Urho3D applications.
|
|
|
|
|
+- Fix being able to create a REPLICATED component into a LOCAL node.
|
|
|
|
|
+- Fix negative light direction from Assimp with certain 3D file formats.
|
|
|
|
|
+- Fix spot light FOV handling with Assimp.
|
|
|
|
|
+- Fix incorrect partial terrain update and improve terrain update worst-case performance.
|
|
|
|
|
+- Fix incorrect rendering to backbuffer after post-process pingponging on OpenGL.
|
|
|
|
|
+- Fix crash when calling FixInterpolation() incorrectly on a compressed sound resource.
|
|
|
|
|
+- Fix AngelScript compile on VS2015.
|
|
|
|
|
+- Fix crash with null materials in 2D rendering.
|
|
|
|
|
+- Fix kNet WinXP compatibility.
|
|
|
|
|
+- Fix possible threaded resource load issues with XML files.
|
|
|
|
|
+- Fix missing null checks in %AnimatedSprite2D.
|
|
|
|
|
+- Fix window drag behavior with hidden mouse on Linux; require click in window before re-enabling hidden mouse on all desktop OS'es.
|
|
|
|
|
+- Fix erratic hidden mouse move when used together with touch input.
|
|
|
|
|
+- Fix black screen on OSX after fullscreen/windowed switch.
|
|
|
|
|
+- Fix incorrectly working AngelScript native calls on Clang / Windows.
|
|
|
|
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+- Fix building of 32-bit Linux software package on 64-bit host system and add options for build system to produce correct "LIB_SUFFIX" for 64-bit Debian and RPM packages.
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V1.32
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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 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
|
|
|
|
|
-- 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
|
|
|
|
|
|
|
+- 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 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
|
|
|
|
|
|
|
+- 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
|
|
V1.31
|
|
|
|
|
|
|
@@ -433,7 +437,7 @@ V1.31
|
|
|
- 2D drawable components: %StaticSprite2D, %AnimatedSprite2D, %ParticleEmitter2D.
|
|
- 2D drawable components: %StaticSprite2D, %AnimatedSprite2D, %ParticleEmitter2D.
|
|
|
- %ToolTip & %MessageBox %UI elements. %UI logic improvements.
|
|
- %ToolTip & %MessageBox %UI elements. %UI logic improvements.
|
|
|
- Optimized text rendering + dynamic population of font textures for improved batching.
|
|
- 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
|
|
|
|
|
|
|
+- 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.
|
|
- 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.
|
|
- Borderless window mode, possibility to change application icon.
|
|
|
- SDL GameController support, raw key codes support.
|
|
- SDL GameController support, raw key codes support.
|
|
@@ -446,7 +450,7 @@ V1.31
|
|
|
- Allow to disable automatic execution of AngelScript & Lua from the engine console.
|
|
- 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 shader variations, for example ambient occlusion texture and better emissive color support.
|
|
|
- Added examples.
|
|
- Added examples.
|
|
|
-- Update SDL to 2.0.1
|
|
|
|
|
|
|
+- Update SDL to 2.0.1.
|
|
|
- Update AngelScript to 2.28.1.
|
|
- Update AngelScript to 2.28.1.
|
|
|
- Update FreeType to 2.5.0.
|
|
- Update FreeType to 2.5.0.
|
|
|
- Fix partial texture updates, both Direct3D9 & OpenGL.
|
|
- Fix partial texture updates, both Direct3D9 & OpenGL.
|
|
@@ -506,7 +510,7 @@ V1.22
|
|
|
V1.21
|
|
V1.21
|
|
|
|
|
|
|
|
- Bugfixes and code cleanup.
|
|
- Bugfixes and code cleanup.
|
|
|
-- External window support (experimental.)
|
|
|
|
|
|
|
+- External window support (experimental).
|
|
|
- %UI elements refactored to use attributes for serialization.
|
|
- %UI elements refactored to use attributes for serialization.
|
|
|
- %Animation state editing and animation trigger events.
|
|
- %Animation state editing and animation trigger events.
|
|
|
- %Scene update time scale can be modified.
|
|
- %Scene update time scale can be modified.
|
|
@@ -519,7 +523,7 @@ V1.2
|
|
|
- %Terrain rendering.
|
|
- %Terrain rendering.
|
|
|
- Joystick input support.
|
|
- Joystick input support.
|
|
|
- Use SDL library for windowing and input on all platforms.
|
|
- Use SDL library for windowing and input on all platforms.
|
|
|
-- KTX and PVR image loading (for ETC1 & PVRTC compressed textures.)
|
|
|
|
|
|
|
+- 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.
|
|
- Removed need for shader preprocessing; reorganized shaders to be more friendly to base custom shaders on.
|
|
|
- Inbuilt geometry shapes in the editor.
|
|
- Inbuilt geometry shapes in the editor.
|
|
|
|
|
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@@ -534,7 +538,7 @@ V1.15
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- New deferred rendering pipeline.
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- New deferred rendering pipeline.
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- Unicode support.
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- Unicode support.
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-- Live resource reloading in the editor (Windows only so far.)
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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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- More accurate frame timing.
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- Bugfixes to physics jittering and FBO performance issue on Linux.
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- Bugfixes to physics jittering and FBO performance issue on Linux.
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@@ -561,7 +565,7 @@ V1.12
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V1.11
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V1.11
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- Bugfixes and performance optimizations.
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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 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.
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- Added fallback mode, which is used if multiple render targets or hardware shadow maps are not available.
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V1.1
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V1.1
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