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Urho3D 1.6 release

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Source package

Binary package

Porting notes

If you are migrating your existing project from earlier release version of Urho3D, please read this notes.

Changelog

  • Physically based rendering shaders, techniques, renderpaths and example materials / demo scene.
  • AngelScript support on Emscripten and 64-bit iOS, based on generic bindings.
  • JSON load/save option for scenes, nodes and materials.
  • Tags added to nodes & UI elements.
  • EventProfiler subsystem.
  • Improved mouse mode handling on Emscripten.
  • Texture2DArray class added.
  • RibbonTrail class added.
  • Variance shadow mapping option.
  • Normal offset option as an alternative to reducing self-shadowing artifacts.
  • Arbitrary (freeform) vertex declarations. Legacy bitmask based vertex declarations emulated using them.
  • API-independent graphics class headers. Should ensure Urho library ABI compatibility between builds made on different APIs.
  • PackageFile support also on Android from within the .apk.
  • Optional additive animation blending mode. Based on calculating difference from the bind pose on the fly.
  • Directional billboard mode.
  • Fixed screen size option for billboards & Text3D.
  • Rendering scale added to UI.
  • Context-wide global variable implementation. Replaces the previous script-only global variables mechanism.
  • Aggregate initializers for containers.
  • C++11 binding to Urho events using std::bind.
  • C++11 variadic template version of SendEvent().
  • 64-bit integer support in Serializer / Deserializer.
  • Template versions of math functions.
  • Container class API improvements.
  • SharedPtr / WeakPtr implicit upcasting support.
  • Matrix2 class.
  • Rename escape key name to KEY_ESCAPE for consistency with SDL.
  • Make keycodes lowercase for consistency with SDL.
  • API to get joysticks by name.
  • Detect number of CPU cores on Emscripten if possible.
  • Utilize SDLActivity’s get arguments feature.
  • Configurable minidump write location.
  • Engine parameter for enabling/disabling high DPI window mode.
  • Skip using the engine frame limiter on iOS when targeting 60 fps or above, to prevent erratic frame rate from sleep calls.
  • Text effect enhancements.
  • TmxFile2D & SpriteSheet2D improvements.
  • Sprite2D edge offset parameter for removing bleeding artifacts.
  • Drawable2D distance sorting.
  • Interpolation mode IM_NONE (no interpolation) added to ValueAnimation.
  • Segmented PhysicsWorld ray query for performance optimization.
  • Hit fraction added to physics cast results.
  • Allow custom collision shape subclasses & custom Bullet collision configuration.
  • Expanded data returned from NavigationMesh path queries.
  • Clone() added to Technique, ParticleEffect & ParticleEffect2D classes.
  • SetFontSize() added to Text & Text3D.
  • IntRect / IntVector2 setters & getters added to XMLElement.
  • TryAcquire() added to Mutex class.
  • Vector2 Angle() function added.
  • StringUtils ToInt() & ToUInt() take an optional base parameter.
  • Convenience function Context::CreateObject.
  • Convenience template version of ReleaseResource().
  • Allow Vector4 to substitute for Color in Variant::GetColor().
  • Additional Variant types can function as parameters for AngelScript function / method calls.
  • Improve FixedUpdate event to allow it to originate from either PhysicsWorld or PhysicsWorld2D.
  • Particle effect, animation playback & sound playback finish events.
  • CrowdAgent emits events also from its node.
  • Event sent after cloning a Node or Component is done.
  • b2Contact pointer added to PhysicsWorld2D collision events.
  • Execute DelayedStart() before FixedUpdate() if FixedUpdate comes sooner than the first Update.
  • Allow updating AnimatedModel’s bone bounding box manually.
  • Texture SetData() functions modified to use raw Image ptr for consistency and script bindings simplicity.
  • Graphics::SetDither() for controlling backbuffer dithering, relevant on mobiles with 16bit backbuffer.
  • Graphics::Draw() & DrawInstanced() overload with base vertex index.
  • UIBatch::AddQuad() with arbitrary positions & UVs.
  • Use glReadPixels() to get pixel data from rendertargets on GLES.
  • Highp precision used for GLES shadows.
  • Change deferred shaders to use proper world space to be easier to understand.
  • Send ElapsedTime uniform to UI rendering.
  • Allow overriding culling mode in a pass.
  • SendEvent renderpath command that can be used to interleave custom low-level rendering.
  • TRANSLUCENT lighting option in shaders, which takes absolute value of N dot L.
  • NOUV shader option added for D3D11 compatibility when model data does not contain UVs.
  • Buffer variants supported as shader parameters; will be interpreted as an array of floats.
  • View & inverse view uniforms supplied to shaders. Obsolete camera rotation uniform removed.
  • Skydome shader & technique added.
  • Optional object index vertex attribute that can be used by custom instancing schemes.
  • Optional additional per-instance Vector4 data, supplied to the shaders as extra texcoords.
  • Logging of D3D9 / D3D11 HRESULTs and proper failure check discipline for D3D object creation.
  • Improved occluder sorting.
  • Optimize to not render invisible View3Ds.
  • Optimized Image::Clear() for RGBA case.
  • Optimized SinCos() function added to speed up e.g. billboard calculations.
  • Optimized IsPowerOfTwo() function.
  • Optimization to amount of Frustum::UpdatePlanes() calls in rendering.
  • Update to Civetweb 1.7.
  • Update to GLEW 1.13.0.
  • Update to libcpuid 0.2.2.
  • Update to LuaJIT 2.1.0.
  • Update to LZ4 r131.
  • Update to nanodbc 2.12.4.
  • Update to pugixml 1.7.
  • Update to SDL 2.0.4.
  • Update to SQLite 3.13.0.
  • Update to stb_image 2.12, stb_image_write 1.02, stb_rect_pack 0.08 & stb_vorbis 1.09.
  • Use Readline library if available for Lua & SQLite.
  • Generic ARM on Linux platform support.
  • Android NDK r11 & r12 support.
  • Reduce exposure to SDL headers from Urho’s headers.
  • Support for Codelite CMake invocation.
  • Improved multiarch support in auto-detection.
  • Scaffolding rake task improvements.
  • Build speedup improvements.
  • Avoid SDL when building mini Urho3D for PackageTool.
  • Avoid hardcoding sample list in build script.
  • Output option in PackageTool.
  • Enhance Urho3D-CMake-common module to auto find Urho3D library.
  • Automatical bumping of year in the source code when crossing to a new year.
  • Move to use subtrees for some thirdparty libraries.
  • For downstream use: auto detect Urho3D lib type from build artifact.
  • Refactored mechanism to detect CPU instruction extensions for build.
  • Set PCH flags at target level, not compile unit level.
  • Perform cleanup when installing headers to the build tree.
  • try_run logic to auto-discover build options.
  • try_compile mechanism to verify ABI compatibility of found Urho3D library.
  • SDL build options added: PulseAudio, EGL, Wayland, Mir.
  • LuaJIT related build fixes.
  • Eliminate the need for KNET_UNIX define.
  • Enable class index in documentation.
  • Editor: if original node selected when pasting, do not paste as its child, but rather behave similarly as if performing a Duplicate action.
  • Editor: particle editor improvements.
  • Editor: node & UI element tag editing.
  • Editor: use fixed size billboards for the debug icons.
  • Editor: add gamma correction & HDR rendering toggles.
  • Editor: reorder components, nodes & UI elements by holding down Ctrl when drag-dropping.
  • Editor: fix sharp edges in UI when opacity is reduced.
  • Editor: fix “is enabled” checkbox moving to wrong location when node is edited.
  • AssetImporter: allow saving animations without actual skinned geometry.
  • AssetImporter: allow saving a subset of an animation.
  • AssetImporter: generate non-deforming skinning information when a model has non-skinned subgeometries.
  • AssetImporter: support multiple color & UV channels.
  • Fix various missing script bindings & missing export specifiers for classes.
  • Fix various uninitialized variables.
  • Fix hardware shadow support always returning false on OpenGL after the Graphics headers refactor.
  • Fix wrong UV index in drawable OBJ export.
  • Fix backbuffer not getting cleared when just UI & texture viewports are being rendered.
  • Fix DirExists() on Android.
  • Fix potential crash when using MessageBox from C++.
  • Fix erroneous fog shader uniform being set in some rendering cases.
  • Fix serialization of localized Text elements.
  • Fix use of deprecated usleep() function in favor of nanosleep().
  • Fix UI slider knob behavior when it’s fixed size.
  • Fix toggling mouse visibility right at application start.
  • Fix instancing in HLSL water shader.
  • Fix Android / iOS reporting mouse as grabbed.
  • Fix update event subscription in Material class.
  • Fix window getting maximized after fullscreen -> windowed change on Windows + SDL 2.0.4.
  • Fix bogus SDL joystick registration on Android.
  • Fix AngelScript ScriptInstance variable hot reload. Removes the need for a specific implementation from the editor.
  • Fix OgreImporter animation save & Jack’s walk animation.
  • Fix incorrect enemy orientation on spawn in NinjaSnowWar.
  • Fix insertion of further drawable updates during threaded drawable update.
  • Fix runtime DLL not being installed to tool directory.
  • Fix Emscripten performance loss due to enabling SSE mode incorrectly.
  • Fix ODBCConnection compile error on windows.
  • Fix incorrect terrain index data generation.
  • Fix AssetImporter to handle potential multiple root node situations better.
  • Fix incorrect 2D drawable culling optimization.
  • Fix transform applying order for parented 2D rigidbodies.
  • Fix incorrect rendering caused by not updating shader parameter has when a material is cloned.
  • Fix FileWatcher getting in stuck on read() on Linux.
  • Fix WorldToHeightMap() in Terrain.
  • Fix 2D particle emitter potentially causing memory overwrite by emitting more particles than allocated.
  • Fix culling issues when non-master AnimatedModels are larger than the master.
  • Fix potentially incorrect viewport update order.
  • Fix D3D11 dynamic textures to use only 1 mip level, as more does not work.
  • Fix SDL Windows-specific mouse move internals not working in some cases (e.g. without Aero) leading to wrong relative mouse input.
  • Fix basepath not being applied to file entries in PackageTool.
  • Fix initial position of kinematic rigidbodies after being loaded.
  • Fix temporary AnimatedModel’s bones to be temporary as well.
  • Fix SSE / ABI incompatibility related crashes with Bullet.
  • Fix HasSubscribedToEvent() missing from scripting.
  • Fix UI scrollbar snap epsilon attribute default value.
  • Fix error in DropDownList serialization.
  • Fix String::DecodeUTF16().
  • Fix deploying .pak files to Emscripten samples.
  • Fix UI style late applying when a child element is added.
  • Fix CustomGeometry bounding box update when committing new data.
  • Fix sprite textures to use clamp addressing by default instead of wrap.
  • Fix depth test potentially disabled in OpenGL by third party programs such as MSI Afterburner (re-enable every frame.)
  • Fix writing rendertarget inverse size uniforms incorrectly (Vector2 instead of Vector4.)
  • Fix off by one error in mipmap data size counting.
  • Fix FindUrho3D CMake module behaving incorrectly when called more than once.
  • Fix PhysicsWorld::GetRigidBodies() to use immediate contact test for static bodies.
  • Fix sampling of depth buffer in read-only mode on D3D11.
  • Fix ForwardDepth renderpath potentially missing depth clear on OpenGL.
  • Fix DropDownList placeholder text not auto-hiding when an item is selected.
  • Fix possible crash issue when exiting engine with background loaded resources still in queue.
  • Fix FindDirect3D CMake code for CMake old versions.
  • Fix issues with parented rigidbodies when moving them from code.
  • Fix math class equality operator in SSE builds on specific Visual Studio versions.
  • Fix ScreenToWorldPoint() to return the specified Z distance.
  • Fix vegetation shadow shader on D3D11.
  • Fix & simplify setup of the “universal” builtin target in iOS build.
  • Fix build system to install/package Emscripten shared js & data files.
  • Fix Application.h to be usable without other include files.
  • Fix lighting interpolator order in D3D11 shaders.
  • Fix node’s Z coordinate not retained in 2D physics movement.
  • Fix potential crash and performance issues in Octree raycasts by making them non-threaded; in practice the spin-up time for work items could override any threading benefits.
  • Fix missing DelayedStart functionality in LuaScriptInstance.
  • Fix point fill mode on D3D11.
  • Fix input focus loss when using an external window handle.
  • Fix missing D3D SDK search on VS2010 and earlier.
  • Fix ABI incompatibility in BoundingBox class depending on URHO3D_SSE flag.

Migration to new forums

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We have successfully migrated our forums to discourse.urho3d.io, generously hosted for free without ads by discourse. Thanks to hd_ for all the work.

Urho3D 1.7 release

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Source package

Binary package

Porting notes

If you are migrating your existing project from earlier release version of Urho3D, please read these notes.

Changelog

  • Inverse kinematics support.
  • Bullet RaycastVehicle support.
  • AppleTV platform support.
  • WebAssembly support on the Web platform.
  • IME support on Linux platform.
  • Several font rendering improvements and TypoGraphy sample.
  • WebP image loading support.
  • Sparse navigation meshes and navmesh streaming support.
  • AutoRemove bool removed. Replaced with more general AutoRemoveMode mechanism.
  • Free functions supported in attribute accessors.
  • IntVector3 class.
  • EnumAttributeAccessorImpl is now compatible with enum classes.
  • Use default continuous physics & substepping values for Box2D world.
  • Node-specific 2D physics collision events.
  • Improved Box2D joint handling.
  • Use GetDerivedComponent() when getting PhysicsWorld2D to allow subclassing it. PhysicsWorld2D members no longer private also for this reason.
  • ApplyLinearImpulseToCenter() function in RigidBody2D.
  • Additional info exposed in 2D physics events.
  • CollisionShape2D scale allowed to be signed.
  • Refactor PhysicsWorld2D contact info.
  • ParticleEmitter2D can be made to stop / restart emitting.
  • CSV and base64 encoding options when loading TMX files.
  • Several tilemap / TMX file improvements.
  • Improved convex hull debug draw.
  • Bool & int shader parameters on D3D11 / OpenGL.
  • Maximum extrusion distance for directional light shadows.
  • Shader compilation defines added to materials.
  • Shader compilation defines added to renderpath commands.
  • Shader compilation define exclusion mechanism in Pass.
  • Multisampled rendertargets.
  • Mipmapped rendertargets.
  • Alpha-to-coverage can be enabled in pass or material. Requires D3D11 or OpenGL.
  • Line antialiasing support.
  • Optional soft particles support.
  • Improve VSM shadows by moving z/w divide to pixel shader.
  • Anisotropic-nearest filtering mode, when supported.
  • Optional per-texture max anisotropy setting.
  • Physical light values support.
  • Area light support.
  • Multisample option for VSM shadows.
  • Shader cache location is configurable, and defaults to a user-writable directory.
  • Renderer events for screen buffer allocation & global shader parameters having been set.
  • Renderer event for all views having been rendered.
  • DecalSet optionally sizes vertex & index buffer only based on use.
  • New face camera mode in BillboardSet & Text3D.
  • Support defining neighbor terrains to avoid LOD discontinuities.
  • AnimationController internal control structures can be accessed as part of its public API.
  • AnimationController can be queried if any animation is playing on a layer.
  • Allow to get animation tracks by index.
  • Custom projection matrix support.
  • Implement GetMultiSampleLevels() on OpenGL.
  • Monitor and refresh rate options for Graphics::SetMode().
  • Allow unclamped morph weights.
  • Static helper function for calculating VertexBuffer element offsets.
  • Model metadata support.
  • PBR improvements.
  • Clean up PBR shaders & techniques; do not require tangents in PBR shaders unless using normal mappings.
  • Possibility to set mouse mode or visibility before Input class initialization.
  • Mouse centering / position setting moved to Input public API.
  • Seek method for audio streams.
  • Anchors and pivots can optionally be specified for UI elements.
  • ProgressBar UI element added.
  • UI root element custom size support.
  • UIElement child XML loading returns created child instead of success bool.
  • Add delta parameter to UI element resize event.
  • SDF font supersampling.
  • FontType enum exposed to public API.
  • NAVIGATIONPUSHINESS_NONE mode in CrowdAgent.
  • NavArea solid debug geometry.
  • To/from string conversions in JSONValueType / JSONNumberType.
  • Add function to test for Rect / Rect intersection.
  • Resize overloads in Vector / PODVector.
  • Remove ineffective static TypeInfo checking functions.
  • Node & UIElement child query function overloads that return a collection.
  • Node IsChildOf() function.
  • Temporary parameter added to Node CreateChild() function.
  • Sprite2D can define its draw & texture rectangles.
  • UniquePtr class.
  • Several math API functions added.
  • Stable random generator added.
  • Add FloatToRawIntBits function.
  • Variant can hold Rect objects.
  • Variant can hold 64-bit integers.
  • Mipmap manipulation support in Image.
  • Image class SaveDDS() function.
  • Text3D GetHeight() function.
  • Console auto-completion.
  • Console text highlighting according to message type.
  • XMLFile GetOrCreateRoot() function, and XMLElement GetOrCreateChild() function.
  • Urho3DPlayer attempts to read CommandLine.txt from resource system on all platforms, if cannot read from filesystem.
  • Improve use of SDL_Init() so that Context keeps track of initialized SDL subsystems.
  • IES cookie generation in RampGenerator.
  • AbstractFile as a parent class for those that implement both Serializer & Deserializer.
  • Allow specifying child node by name in attribute animation paths.
  • Functions to get rotation axis & angle in Quaternion.
  • Improved AngelScript API dump.
  • Consts exposed to AngelScript API.
  • OS query functions added to ProcessUtils.
  • Add resource to cache before sending background load event.
  • Prevent sending event to subscribers added during event handling.
  • Prevent rendering of unnecessary shadow maps.
  • Prevent rendering of deferred light volumes which would be masked out due to lightmask being only 8-bit in deferred rendering.
  • Move “cold” parts of Node into NodeImpl class to improve performance.
  • Populate rapidjson value before adding to parent.
  • Update to AngelScript 2.31.2.
  • Update to FreeType 2.7.1.
  • Update to SQLite 3.18.0.
  • Update to LibCpuId 0.4.0.
  • Update to Box2D 2.3.2.
  • Update to Assimp 3.2.
  • Update to LZ4 1.7.5.
  • Update to Bullet 2.86.1.
  • Build system: ensure empty CMAKE_OSX_DEPLOYMENT_TARGET on iOS build.
  • Build system: auto-disable PCH on Android Clang build.
  • Build system: prefer CMake’s regex instead of grep.
  • Build system: turn off PCH on bad ccache version.
  • Build system: Bash on Ubuntu on Windows -support.
  • Build system: work around MinGW 6.1.0 linking issue.
  • Build system: MinGW 6.1.0+ fix (narrowing conversion / internal compiler error.)
  • Build system: consider MinGW as multilib compiler.
  • Build system: make URHO3D_64BIT option applicable on MinGW.
  • Build system: use absolute output path for MinGW sysroot auto-detection.
  • Build system: fix Wayland build.
  • Build system: autodetect availability of clock_gettime() on Apple platforms.
  • Build system: fix package metadata for RPI & ARM platforms.
  • Build system: fix Urho3DAll.h generation in non out-of-source build.
  • Build system: avoid special chars in paths in MRI script passed to ar utility (Web build.)
  • Build system: Always use export header for auto-discovering build options.
  • Build system: use -O2 option for MinGW release build
  • Build system: add option to control how to share resources on web platform.
  • Build system: check availability of native compiler toolchain.
  • Build system: remove older CMake constructs that are no longer necessary.
  • Build system: new Android toolchain.
  • Build system: several Web build related improvements.
  • Build system: MODULE library type support option for Web build.
  • Build system: disable exception handling codegen for Web DEBUG build.
  • Build system: remove unused options from define_source_files() macro.
  • Build system: Prevent resource symlink creation during resource packaging.
  • Build system: Skip try_compile test when not appropriate (iOS debug build.)
  • Build system: use no_weak_imports linker flag.
  • Build system: workaround struct redefinition on newer MinGW.
  • Build system: search for DirectX path both rooted & non-rooted.
  • Build system: make clean for MinGW / Android / Web platforms.
  • Build system: enable multi-threaded compilation in Visual Studio.
  • Build system: fix mklink test when current path is not sources dir.
  • Build system: fix symlinked batch files not being launchable from Windows Explorer.
  • Build system: generate PCH files using naming convention expected by Clion.
  • Build system: generate dummy PCH only in out-of-source build tree.
  • Editor: do not attempt to parse extensionless files as XML.
  • Editor: draw navigation debug geometry.
  • Editor: prevent unnecessary attribute inspector refresh on resource reload.
  • Editor: allow drag-drop of generic XML files into attribute edit fields.
  • Editor: improved handling of structure attributes.
  • Editor: optimization to avoid updating temporary objects when they are not shown in hierarchy.
  • Editor: optimize update during object spawn.
  • Editor: paint selection.
  • Editor: show origins option.
  • Editor: fix UI element internal var indexing so that editing user-defined variables works right.
  • Editor: restore window positions on viewport mode switch.
  • Editor: terrain editor.
  • Editor: color wheel for Text3D.
  • Editor: double size on high DPI display.
  • Editor: fix resource browser node add/removal shown in hierarchy window.
  • Editor: fix resource browser preview camera position.
  • AssetImporter: possibility to export animation without skinned mesh.
  • AssetImporter: $fbx node suppression.
  • AssetImporter: fix animation start/end times when saving multiple animations.
  • AssetImporter: fix incorrect applying of model’s root node transform.
  • Documentation: explain how to setup Windows MKLINK privilege.
  • Documentation: add section on scene graph events.
  • Documentation: explain EMSCRIPTEN_WASM build option.
  • Documentation: note on simultaneous network server & client usage.
  • Documentation: update on the define_resource_dirs() macro.
  • Documentation: do not include RapidJSON classes.
  • Documentation: inverse kinematics page.
  • Sample content: Kachujin model, used in SkeletalAnimation sample.
  • Sample content: new Urho3D logo.
  • Sample content: mutant model added to the CharacterDemo.
  • Sample content: Vertex colors in the standard primitive models.
  • Sample content: fix normals / lighting on the cylinder.
  • Sample content: Line primitive models.
  • Sample content: material preview model.
  • Fix broken off-mesh movement for CrowdAgent.
  • Fix Bullet assert / crash when collision shape was changed from compound to non-compound.
  • Fix unintended update of wordwrapping text’s width.
  • Fix uninitialized fields in FontFaceBitmap.
  • Fix recreation of CollisionChain2D shape.
  • Fix positioning of borderless window (if not filling the whole monitor.)
  • Fix RigidBody2D not returning to original transform.
  • Fix copypaste error in SpriteSheet2D load code.
  • Fix out-of-bounds text buffer access when compiling an AngelScript module.
  • Fix VariantMap to JSONValue and back conversion.
  • Fix handling /./ in executable path in SanitateResourceName().
  • Fix crash if script object constructor throws.
  • Fix incorrect optimization in UIElement::GetElementAt().
  • Fix potential crash when erasing sibling nodes during component destructor.
  • Fix blend modes for 2D particles.
  • Fix use of asGetActiveContext() in template code, as it could leak undesirably to user application and cause undefined symbol.
  • Fix jumping Slider knob.
  • Fix AngelScript temp variable corruption and problem with handle-reference argument.
  • Fix Constraint2D body connection serialization (other body nodeID.)
  • Fix instancing in vegetation shader.
  • Fix SDL keyboard input on RPI platform.
  • Fix fixed size billboard not properly realculating size in all cases.
  • Fix multisample quality handling on D3D11.
  • Fix Text3D batches beyond the first not showing correctly.
  • Fix input scaling for high DPI displays.
  • Fix differentiation of alpha & RGBA textures in text shader.
  • Fix crash in usedGlyphs mode.
  • Fix zero sized UI root element causing divide by zero.
  • Fix various missing script API functions.
  • Fix terrain UV coordinates generation.
  • Fix shader define update when Text3D changes its rendering between SDF / non-SDF.
  • Fix erroneous fadeout of other AnimationController animations, if playback of new animation failed.
  • Fix nearest filter mode not using mipmaps on OpenGOL.
  • Fix skinning matrix pointers changing erroneously after late creation of bones.
  • Fix BillboardSet 16 bit indices limitation.
  • Fix CrowdAgents getting erroneously included in navmesh geometry.
  • Fix calculation of UI element combined screen rect.
  • Fix world space tangent for billboards.
  • Fix ValueAnimation’s time range not getting expanded by adding event frames.
  • Fix ValueAnimation removal during event handling causing crash.
  • Fix word wrap text char positions.
  • Fix WorkQueue item insertion; insert last if no other option possible.
  • Fix unnecessary mouse centering in screen mode change handling.
  • Fix unsafe removal of event receivers.
  • Fix string corruption in SQLite queries.
  • Fix error in skybox HLSL shader when instancing is forced on.
  • Fix erroneous reuse of backbuffer depth buffer when multisampling.
  • Fix uninitialized memory in Material.
  • Fix out of bounds array access when material quality is higher than high.
  • Fix shadow-related shader function signatures on GLES.
  • Fix shaky water shader on GLES.
  • Fix memory leak in AngelScript Dictionary.
  • Fix weight fade erroneously affecting animation after weight was set manually.
  • Fix LookAt mixed rotation mode.
  • Fix skydome GLSL shader.
  • Fix depth bias not getting cloned in Material::Clone().
  • Fix CrowdAgent removal to be safe during reposition event.
  • Fix keeping track of RigidBody2D constraints.
  • Fix double shader parameters passed from e.g. Lua, convert to float.
  • Fix navigation system obstacles not observing their scene node movement and updating themselves.
  • Fix self-insertion in Vector.
  • Fix slowed down navigation agent when scene node dirtied during reposition event.
  • Fix slope-scale bias adjustment on OpenGL.
  • Fix incorrect hashing of rasterizer states on D3D11.
  • Fix AnimationController animation search differentiating slash and backslash when it shouldn’t.
  • Fix LineEdit text & cursor not being centered by default.
  • Fix potential flipped normals in physics collisions (double manifold issue.)
  • Fix undefined __cpu_model symbol in shared lib on GCC.
  • Fix cache datatype for URHO3D_LIB_TYPE
  • Fix Android black screenshot (use RGBA format.)
  • Fix missing network update if node is added to the scene late.
  • Fix crash when setting model resource to drawable component that is not attached to a scene node.

Hellbreaker released on Steam

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Hellbreaker is a fast-paced challenging FPS game with focus on aggressive play-style. Also comes with modding and Steam Workshop support.

Hellbreaker on Steam

Screeshots

Hellbreaker-1.jpg

Hellbreaker-2.jpg

Hellbreaker-3.jpg

Bolderline released on Google Play

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Bolderline is the latest game made with Urho3D by Indonesian based game studio Dolanan Games.

Bolderline is a minimalist puzzle game with colorful blocks that will challenge your brain.

Gameplay is simple. Random block pieces fall down on the upper side of the screen.

Your goal is to destroy them by arranging the bricks on the lower side of the screen with the same color to match the shape of the block.

Destroy as many blocks as you can to get more coins and unlock new colorful & cute themes.

Bolderline.jpg

Bolderline is available for free on Google Play https://play.google.com/store/apps/details?id=com.dolanan.bolderline

HTML5 is coming soon.

Edge of Time Episode 1: Rise of the Aeus

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Edge of Time is a 3D action and puzzle Video Game Series made using Urho3D and other open source software. Inspired by the era of PS1 and PS2 games. The demo can be downloaded for free on itch io and gamejolt.

Please support us on our upcoming Kickstarter this 2018, follow us on Facebook to get news and updates.

edge-of-time-ep1-1.jpg

edge-of-time-ep1-2.jpg

edge-of-time-ep1-3.jpg

edge-of-time-ep1-4.jpg

edge-of-time-ep1-5.jpg

edge-of-time-ep1-6.jpg

edge-of-time-ep1-7.jpg

Clinically Dead is released on Steam

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Clinically Dead, the game which uses Urho3D as code base is released on Steam. It is a first person puzzle game, created by a one-man studio from Poland, the production offers unique experiences referring to the state of clinical death, unconventional and challenging puzzles as well as a psychedelic visual setting.

Clinically Dead was in the making for the last 4 years, and Mogila Games studio, which was created by Paweł Mogiła (the creator of, among others, the logical platformer Grimind), was in charge of the production. The storyline concerns death – the last seconds of life and an unnatural flow of time. In Clinically Dead, the player faces a strange and surprising reality.

clinically_dead_screenshot.jpg

The manipulation of space-time plays a decisive role. In Clinically Dead, movement itself affects time, and individual colors determine the time that is left. For example, the color blue means a low time value. The color red, however, is a large amount of time. We move not only in three standard directions, but also in the fourth, which is time.

Clinically Dead offers a total of about 4-6 hours of fun based on psychedelic reality, manipulation of space-time and demanding puzzles.

If for some people the coloring of the game is too bright, they can take advantage of an additional option (a so-called anti-psychedelic filter) and reduce the intensity of colors accordingly.

War Priest made it out alive

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War Priest is a 3D platforming bullet hell where all enemies are dead at the start of the level, and you must revive them all and return to the altar while running away from their attacks. Featuring low-poly Nintendo 64 graphics and gratuitous manliness!

Sacred Sands Act 2.png

It takes place in the aftermath of a brutal holy war between sects of a fictional, monolithic religion. You are Grungle the War Priest, and you must go about the business of reviving all of those who died, but the ancient feuds still remain, and your fellow corrupted clergy will do all that they can to hurt you.

Fallen Fatherland Act 1.png

This project took about two and a half years to make. Pretty much everything except for the game engine and the sound effects were made by hand using Blender, Gimp, Krita, ReNoise, and other miscellaneous tools.

Palisade Pantheon Act 2.png

The game is available for free on my website. You may also choose your price for it on Gamejolt or Itch.io.

The game actually started off as a first person shooter, where you were constantly shooting and had to avoid killing civilians while collecting tokens by shooting a boulder into them. At some point, I realized that I would have a hard time giving the gameplay variety so I came up with a different concept.

Beta Screenshot.pngСтарая Картина.jpg


Urho3D 1.22 release

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Source code

Changelog

  • Configurable render path replaces hardcoded forward/prepass/deferred modes. Render path system also used for postprocessing now.
  • Threaded task priorities; long-running tasks (more than one frame) can coexist with the time-critical tasks.
  • Possibility to use also RGB normal maps.
  • CustomGeometry component, which allows geometry to be defined similarly to OpenGL immediate mode.
  • Elapsed time shader parameter for material animation.
  • Cubic environment mapping example shaders.
  • Separate physics collision start & end events.
  • Visual Studio 2012, Eclipse & Xcode build support.
  • Many bugfixes, including iOS 6 orientation & shadow mapping bugfixes, skinning on some Android devices.

Urho3D 1.23 release

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Source code

Changelog

  • UI editing support in the editor.
  • Undo/redo in the editor.
  • Recast/Detour library integration for navigation mesh generation and pathfinding.
  • Open Asset Import Library update, enables FBX file support.
  • “Is Enabled” attribute in scene nodes and components for an uniform mechanism to temporarily disable unneeded audiovisual, physics or logic objects.
  • Script object public variables editing and serialization.
  • New components: Text3D and Sprite.
  • UI library functionality improvements.
  • sRGB texture and framebuffer support.
  • Switched to GLEW library for OpenGL extension handling.
  • Vegetation and lightmapping example shaders.
  • Engine configuration through a parameter map.
  • Lots of refactoring, code cleanup and bugfixes.

Urho3D 1.3 release

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Source code

Changelog

  • Lua scripting support.
  • Optional build as a single external library, static or dynamic.
  • Raspberry Pi support.
  • 64-bit build support.
  • HTTP client using the Civetweb library.
  • Enhanced CMake build scripts. Android build also uses CMake. Use out-of-source build on platform that supports it.
  • Rendering performance optimizations, optional StaticModelGroup component for culling and lighting several objects as one unit.
  • A set of sample applications implemented in C++, AngelScript and Lua.
  • Automatic Node/component handle member variable serialization for AngelScript script objects.
  • New UI theme.
  • Shadow & stroke effects in Text & Text3D.
  • Boolean shader uniforms.
  • Quick menu in the editor.
  • Material editor and preview in the editor.
  • Editable attributes for particle emitters.
  • Components are grouped into categories in the editor.
  • Update SDL to stable 2.0.0 release.
  • Several other improvements and bugfixes.

Extending Ninja Snow War (team play)

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Reposted from Urho3D forum post made by Raster Ron.

NJS.jpg

Added:

  • Players w/ Friendly AI (VS) Enemy AI (Blue/Green vs Red)
  • Team Scoring
  • Demo Chat Integration (“/” key) with Live Game Stats (kill/killed/joined/left)
  • Round Timer (experimental)
  • Text 2D Player/AI IDs with team color
  • Random AI ID/Name

Urho3D new website

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Welcome to Urho3D new website!

Old

old-site.png

New

new-site.png

Unity3D to Urho3D exporter

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Josh Engebretson of ThunderBeast Games posted on the Urho3D group of their inhouse game engine, which combines Urho3D and Cocos2d-x and imports Unity3D content.

Here’s an image and a video of the work in progress.

unity_2_urho3d.png

Urho3D new discussion forum opened

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Urho3D user CarloMaker generously set up a phpbb-based forum at urho3d.prophpbb.com. This is the recommended place for Urho3D related discussions from this point on. The old Google group is still available as well but is being phased out.


New Urho3D file release system

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As Google Code no longer allows new upload of binary packages and GitHub pages or repositories are not convenient for them, all our future release of binary packages and snapshot build artifacts from Travis CI will be uploaded to sourceforge.net/projects/urho3d. The packages for Urho3D releases will be in their respective release folder. While those snapshot packages will always be available in ‘Snapshots’ folder to indicate that they are auto generated by CI build without human QA, so users who download them should manage their expectation on the quality or stability of the binaries in the package.

Urho3D 1.31 release

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Source package

Binary package

Changelog

  • Extensive build system improvements, especially for using Urho3D as a library in an external project.
  • LuaJIT support.
  • Improved Lua bindings, Lua coroutine support, automatic loading of compiled Lua scripts (.luc) if they exist.
  • HDR rendering, 3D textures, height fog and several new post process shaders.
  • Shader refactoring. Need for XML shader descriptions & ShaderCompiler tool removed.
  • Reflection / refraction rendering support.
  • 2D drawable components: StaticSprite2D, AnimatedSprite2D, ParticleEmitter2D.
  • ToolTip & MessageBox UI elements. UI logic improvements.
  • Optimized text rendering + dynamic population of font textures for improved batching.
  • AngelScript DelayedExecute for free functions, and event handling for any script object, not just ScriptInstances
  • Editor: added grid, toolbar, camera view presets, camera orbit, mouse wheel zoom, multiple viewports and orthographic camera.
  • Borderless window mode, possibility to change application icon.
  • SDL GameController support, raw key codes support.
  • Optimized shadow rendering on mobile devices. Low quality mode avoids dependent texture reads.
  • HttpRequest class runs in a background thread to avoid blocking.
  • Compressed package file support using the LZ4 library.
  • Cone parameters in SoundSource3D for directional attenuation.
  • Variant GetPtr() safety refactoring. Uses WeakPtr to store RefCounted subclasses. Use GetVoidPtr() to store unsafe arbitrary pointers.
  • Improved work queue completion events. Work items are now RefCounted to allow persisting them as necessary.
  • Allow to disable automatic execution of AngelScript & Lua from the engine console.
  • Added shader variations, for example ambient occlusion texture and better emissive color support.
  • Added examples.
  • Update SDL to 2.0.1
  • Update AngelScript to 2.28.1.
  • Update FreeType to 2.5.0.
  • Fix partial texture updates, both Direct3D9 & OpenGL.
  • Fix long-standing audio click bug.
  • Fix kinematic rigidbodies to apply impulses correctly to dynamic bodies.
  • Plus many more improvements and bugfixes.

Urho3D website revamp

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We have recently revamped our website while preserving its original minimal theme as much as possible. Although the appearance does not change much, under the hood we have made a number of changes to make the website design becomes more responsive and to make the documentation viewing easier than before, from large screen monitor down to small mobile devices. What makes this possible is the adoption of Bootstrap front-end framework.

We have also added two new features to the website:

  1. Document-switcher which allows user to see the evolution of the documentation pages from different releases and the current HEAD revision.
  2. Disqus commenting service which allows user to comment on the news post entries. Tell us what do you think by leaving us a comment.

Urho3D 1.32 release

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Source package

Binary package

Changelog

  • Finalized Urho2D functionality, including 2D physics using Box2D, sprite animation and tile maps
  • Threaded background resource loading. Must be manually triggered via ResourceCache or by loading a scene asynchronously
  • Attribute and material shader parameter animation system
  • Customizable onscreen joystick for mobile platforms. Used in examples
  • Touch camera control in examples on mobile platforms
  • Touch emulation by mouse
  • Multi-touch UI drag support
  • Consistent touch ID’s across platforms
  • Absolute, relative and wrap modes for the operating system mouse cursor
  • Support for connecting & removing joysticks during runtime
  • Negative light & light brightness multiplier support
  • Transform spaces for Node’s translate, rotate & lookat functions
  • Scrollable console
  • Selectable console command interpreter (AngelScript, Lua, FileSystem)
  • Touch scroll in ScrollView & ListView
  • UI layout flex scale mode
  • Custom sound streams from C++
  • LogicComponent C++ base class with virtual update functions similar to ScriptObject
  • Signed distance field font support
  • JSON data support
  • Matrix types in Variant & XML data
  • Intermediate rendertarget refactoring: use viewport size to allow consistent UV addressing
  • ParticleEmitter refactoring: use ParticleEffect resource for consistency with ParticleEmitter2D and more optimal net replication
  • Expose LZ4 compression functions
  • Support various cube map layouts contained in a single image file
  • Configurable Bullet physics stepping behavior. Can use elapsed time limiting, or a variable timestep to use less CPU
  • Default construct math objects to zero / identity
  • Mandatory registration for remote events. Check allowed event only when receiving
  • Teapot & torus builtin objects
  • FXAA 3.11 shader
  • Triangle rendering in DebugRenderer (more efficient than 3 lines)
  • Material/texture quality and anisotropy as command line options and engine startup parameters
  • Spline math class, which the SplinePath component uses
  • Console auto-show on error
  • DrawableProxy2D system for optimizing 2D sprite drawing
  • Possibility to decouple BorderImage border UV’s from element size
  • Editor & NinjaSnowWar resources split into subdirectories
  • UI hover start & end events
  • UI drag cancel by pressing ESC
  • Allowed screen orientations can be controlled. Effective only on iOS
  • Rendering sceneless renderpaths
  • Define individual material passes as SM3-only
  • Support for copying ListView text to system clipboard
  • Async system command execution
  • Generic attribute access for Lua script objects
  • Use Lua functions directly as event subscribers
  • Touch gesture recording and load/save
  • AssetImporter option to allow multiple import of identical meshes
  • Automatically create a physics world component to scene when necessary
  • GetSubimage function in the Image class
  • Possibility to clone existing components from another scene node
  • Improve terrain rendering on mobile devices
  • Refactoring of camera facing modes in BillboardSet & Text3D
  • Additive alpha techniques for particle rendering
  • Possibility to use CustomGeometry component for physics triangle mesh collision
  • Access to 2D node coordinates for convenience when using 2D graphics features
  • Save embedded textures in AssetImporter
  • Use best matching fullscreen resolution if no exact match
  • Use SDL_iPhoneSetAnimationCallback instead of blocking main loop
  • Allow fast partial terrain updates by modifying the heightmap image
  • API for setting image pixels by integer colors
  • Refactor to remove the separate ShortStringHash class
  • Deep clone functionality in Model resource
  • Zone can define a texture which is available to shaders. Not used by default
  • Allow logging from outside the main thread
  • Log warnings for improper attempts to use events from outside main thread
  • Improved CustomGeometry dynamic updates
  • ConvexCast function in PhysicsWorld
  • Screen to world space conversion functions in Viewport class
  • Allow sending client rotation to server in addition to position
  • Allow accessing and modifying the engine’s next timestep
  • DeepEnabled mechanism for disabling node or UI element hierarchies and then restoring their own enabled state
  • Allow to prevent closing a modal window with ESC
  • Per-viewport control of whether debug geometry should render
  • Optional interception of resource requests
  • Readded optional slow & robust mode to AreaAllocator
  • Optionally disable RigidBody mass update to allow fast adding of several CollisionShape components to the same node
  • Runtime synchronization of resource packages from server to client
  • Disable multisample antialiasing momentarily during rendering. Used by default for UI & quad rendering
  • Glyph offset support in Font class
  • Font class internal refactoring
  • Allow to create AngelScript script objects by specifying the interface it implements
  • Window position startup parameters
  • Functions to get time since epoch & modify file’s last modified time
  • Optionally auto-disable child elements of a scroll view when touch scrolling
  • Allocate views permanently per viewport to allow querying for drawables, lights etc. reliably
  • Allow to specify material techniques/passes that should not be used on mobile devices
  • Reduced default shadow mapping issues on mobile devices
  • Minor rendering optimizations
  • Build system: possibility to build Urho3D without networking or 2D graphics functionality
  • Build system: improved generated scripting documentation
  • Build system: improved support for IDE’s in CMake scripts
  • Build system: support up to Android NDK r10c and 64-bit ABIs
  • Build system: numerous other improvements
  • Editor: resource browser
  • Editor: spawn window for random-generating objects
  • Editor: allow either zoom or move from mouse wheel
  • Editor: locate object by doubleclicking node in hierarchy
  • Editor: take screenshots with F11, camera panning
  • Editor: button in value edit fields that allows editing by mouse drag
  • Updated SDL to 2.0.3.
  • Updated AngelScript to 2.29.1
  • Updated assimp
  • Updated Recast/Detour
  • Fix MinGW build issues
  • Fix techniques referring to wrong shaders
  • Fix Node::LookAt() misbehaving in certain situations
  • Fix resize event not reporting correct window size if window is maximized at start
  • Fix PhysicsWorld::GetRigidBodies() not using collision mask
  • Fix zone misassignment issues
  • Fix Lua not returning correctly typed object for UIElement::GetChild() & UIElement::GetParent()
  • Fix uninitialized variables in 2D physics components
  • Fix quad rendering not updating elapsed time uniform
  • Fix forward rendering normal mapping issues by switching calculations back to world space
  • Fix wrong logging level on Android
  • Fix multiple subscribes to same event on Lua
  • Fix missing Octree update in headless mode
  • Fix crash when using FreeType to access font kerning tables
  • Fix ReadString() endless loop if the string does not end
  • Fix shadow mapping on OS X systems with Intel GPU
  • Fix manually positioned bones being serialized properly
  • Fix file checksum calculation on Android
  • Fix accelerometer input on Android when device is flipped 180 degrees
  • Fix missing or misbehaving Lua bindings
  • Fix crashes in physics collision handling when objects are removed during it
  • Fix shader live reload if previous compile resulted in error
  • Fix named manual textures not recreating their GPU resource after device loss
  • Fix skeleton-only model not importing in AssetImporter
  • Fix terrain raycast returning incorrect position/normal
  • Fix animation keyframe timing in AssetImporter if start time is not 0
  • Fix storing Image resources to memory unnecessarily during cube/3D texture loading
  • Fix to node transform dirtying mechanism and the TransformChanged() script function
  • Fix returned documents directory not being writable on iOS
  • Fix click to emptiness not closing a menu
  • Fix FileWatcher notifying when file was still being saved. By default delay notification 1 second
  • Fix .txml import in the editor
  • Fix erroneous raycast to triangles behind the ray
  • Fix crash when multiple AnimatedModels exist in a node and the master model is destroyed
  • Fix missing Matrix4 * Matrix3x4 operator in script
  • Fix various compile warnings that leak to applications using Urho3D
  • Fix DebugHud update possibly being late one frame
  • Fix various macros not being usable outside Urho3D namespace
  • Fix erroneous layout with wordwrap text elements
  • Fix debug geometry rendering on flipped OpenGL viewports
  • Fix kNet debug mode assert with zero sized messages
  • Fix not being able to stop and restart kNet server
  • Fix AreaAllocator operation
  • Fix possible crash with parented rigidbodies
  • Fix missing network delta update if only user variables in a Node have been modified
  • Fix to only search for June 2010 DirectX SDK, as earlier SDK’s will fail
  • Fix wrong search order of added resource paths
  • Fix global anisotropic filtering on OpenGL
  • Fix animation triggers not working if trigger is at animation end
  • Fix CopyFramebuffer shader name not being used correctly on case-sensitive systems
  • Fix UI elements not receiving input when the window containing them is partially outside the screen to the left
  • Fix occlusion rendering not working with counterclockwise triangles
  • Fix material shader parameter animations going out of sync with other animations when the object using the material is not in view
  • Fix CPU count functions on Android

Urho3D 1.4 release

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Source package

Binary package

Changelog

  • Direct3D11 and OpenGL 3 rendering. Shader Model 2 support removed.
  • Experimental Emscripten support.
  • Raspberry-Pi 2 support.
  • Overhauled build system with better out-of-source build support & source tree reorganization.
  • 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.
  • Add new engine parameter to set the location of the asset/resource prefix path. This addition makes new URHO3D_MACOSX_BUNDLE build option possible.
  • Add proper precompiled header (PCH) support for GCC/Clang compiler toolchains (and their derivatives).
  • 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.
  • 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.
  • 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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