Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon


11. November 2015

 

Urho3d, an open source 3D engine we took a closer look at last year, just released version 1.5. 

link to http://urho3d.github.io

 

 

From the release notes:

  • Database subsystem with either SQLite or ODBC support.
  • Localization subsystem.
  • Improved the navigation / crowd navigation API and examples.
  • SSE and animation performance optimizations.
  • Enable BT_USE_SSE on Linux and MinGW platforms, enable BT_USE_NEON on Android and Raspberry-Pi platforms.
  • Urho3D macros such as OBJECT, EVENT, HANDLER renamed to have URHO3D_ prefix to prevent ambiguity with other libraries.
  • Double support to Variant, Deserializer, Serializer & JSONValue. Store Lua object attributes accurately as doubles.
  • Support for moving nodes & components between scenes, or creating components “sceneless” and moving into a scene later.
  • Cubemap loading from DDS files.
  • Refactored the object class registration mechanism to store the object’s base class for “Is this class derived from this” queries.
  • Optional “raw” Lua file loading through direct filesystem access for easier debugging.
  • Configurable blend mode in renderpath quad commands.
  • UV coordinates added to raycast results.
  • Allow submitting bare function names instead of full signature to Execute() & DelayedExecute() in AngelScript, similar to specifying event handler functions.
  • Allow negative scale for nodes.
  • Culling camera optimization for viewports, to allow rendering multiple viewports with the same culling data set.
  • Refactor Urho2D animation playback. Add optional Spine support (user must supply Spine runtime.)
  • Refactor Urho2D sprite atlas handling.
  • CollisionShape acquires model resource from StaticModel in same node automatically if collision model undefined.
  • Request the high-power GPU on AMD multi-GPU setups.
  • API for programmatic animation track & keyframe creation.
  • Added AnimationController IsAtEnd() function.
  • Added “remove on completion” mechanism to AnimationController.
  • Added function to remove all components of type to Node.
  • Added GetParentComponent() function to Node.
  • Added resource memory usage stats to DebugHud.
  • Support for ScanDir() on Android.
  • Improve Variant / VariantMap bindings on Lua.
  • Improve internal mechanisms for Lua bindings, e.g. store Urho3D context inside Lua state global table.
  • Improve API for kNet connection stats.
  • Improve AngelScript GetChildrenWithClassName() to return also derived classes.
  • Improve UI tab behavior
  • Improved navigation debug geometry
  • Improve ConvexCast by taking into account CollisionShape’s offset position & rotation.
  • Spline class cleanup & improvements, including linear interpolation mode, and looping Catmull-Rom mode.
  • Refactored JSONValue class to be more JSON-like.
  • Material render order support within a pass.
  • MM_FREE mouse mode, which disassociates cursor visibility from being confined inside the window.
  • Allow doubleclick event in UI over emptiness
  • Make Octree::Raycast() threadsafe.
  • GetGLContext() added to GraphicsImpl on OpenGL to allow the application to perform manual context switching.
  • Fixes for vertex texture fetch on D3D11.
  • Allow optional forced creation of CPU-only vertex & index buffers also in non-headless operation.
  • Unified texture upload behavior: half-float formats need to be provided as such on both D3D & OpenGL. Added float/half-float conversion functions.
  • Automatic generation of intermediate directories in FileSystem::CreateDir().
  • Warn if attempting infinite distance physics raycast. Remove erroneous infinity default value from AngelScript physics raycast bindings.
  • Allow non-strict numeric type to be returned from Variant, e.g. GetFloat() succeeds for an int.
  • Allow to disable PhysicsWorld or PhysicsWorld2D automatic simulation stepping during scene update. When disabled, the physics world can still be stepped manually.
  • Support for manual advancing of value animations.
  • globalVars VariantMap for AngelScript to allow easy cross-ScriptFile parameter passing.
  • Improve ConvexCast() to return distance using the hit fraction.
  • Ensure normalized vertex weights in AssetImporter, and clamp to 4 weights maximum instead of error, by dropping the smallest weights.
  • Configurable layer count in DynamicNavigationMesh to control memory usage.
  • Emscripten ETC1 & PVRTC extension support detection.
  • Emscripten hardware instancing support.
  • emscripten_get_now() for better timer precision and less CPU use.
  • Disable frame limiter Sleep() on Emscripten.
  • Disable audio output in C++ samples where it isn’t necessary.
  • Remove redundant glEnable() / glDisable() calls related to OpenGL texture types.
  • Removed defined_ member variable from BoundingBox, Sphere & Rect in favor of determining the definedness from the bounds being valid.
  • Invalid order checking for Lua binding overloads.
  • Dangerous math class constructors marked explicit.
  • Properly enabled multithreading in GCC/Clang builds.
  • Emscripten toolchain & build related fixes and improvements.
  • Clang tools support in the build.
  • Annotator & script binding extractor skeleton tools in preparation for generated script bindings.
  • Build improvements for CLion IDE.
  • Support Android NDK r10e.
  • Support non-PCH build.
  • Support spaces in path for build.
  • Install d3dcompiler DLL to bin directory for Windows / D3D builds.
  • Improved Urho3D DLL installation logic.
  • More user-friendly operation for missing HTML help compiler or dot.
  • Symlink assets to the build binary directory.
  • Allow installed sample executables to run out-of-the-box on Windows.
  • Reformatting of source code to get rid of indents on empty lines.
  • Script subdirectory in the engine source renamed to AngelScript.
  • Option to build Urho3D without threading (URHO3D_THREADING). Normally disabled on Emscripten but can be enabled for experimental development on browsers with included support.
  • Improved documentation on contributing and 3rd party library policy.
  • Update AngelScript to 2.30.2.
  • Update Assimp to September 2015 revision.
  • Update Bullet to 2.83.6.
  • Editor: setting for new node position preference.
  • Editor: particle editor improvements.
  • Editor: function to assign child nodes into a spline path.
  • Editor: center camera on object with HOME key.
  • Editor: selectable MMB functionality.
  • Editor: language selector and localizations.
  • Editor: Blender hotkeys mode.
  • Editor: HSV color wheel.
  • Editor: event handling refactoring.
  • Editor: 3D debug icons.
  • Editor: make showing IDs optional.
  • Editor: cubemap generation support.
  • Editor: export scene to .obj.
  • Editor: accelerator keys for reset pos/rot/scale.
  • Editor: quickmenu select topmost option with Enter key.
  • Editor: local offset added to spawn editor.
  • Fix missing bindings in navigation / crowd navigation script API.
  • Fix missing Lua bindings for Component class.
  • Fix SplinePath AngelScript bindings.
  • Fix failure to add / remove obstacles due to DetourTileCache queue being full.
  • Fix UI element debug draw.
  • Fix quantized AABB bug with large collision meshes.
  • Fix incorrect viewport size when rendering to both backbuffer & textures.
  • Fix flashing of 2D sprite animations due to misreported animation length.
  • Fix AssetImporter single keyframe animations.
  • Fix GetData() from rendertarget textures on D3D9.
  • Fix handling of lightmap textures in AssetImporter.
  • Fix debug geometry rendering if backbuffer resolve was used.
  • Fix blend mode of Urho2D material getting overwritten.
  • Fix terrain shader quality on mobile devices.
  • Fix partial rendertarget clear on D3D11.
  • Fix URHO3D_PACKAGING build option on Windows shared lib build.
  • Fix PackageFile::GetEntryNames() to return filenames with original case.
  • Fix FXAA3 shader on OpenGL.
  • Fix Depth shader on D3D11.
  • Fix Blur shader.
  • Fix shader code which attempts to use 3D textures on GLES.
  • Fix objects getting removed from physics simulation due to zero Node scale on some axis.
  • Fix line height of included SDF fonts. Fix corrupt rendering if Text3D changes font from SDF to non-SDF or vice versa.
  • Fix inaccurate terrain occlusion.
  • Fix ValueAnimation resource not loading properly.
  • Fix RigidBody2D body type enum.
  • Fix RigidBody2D & CollisionShape2D to be resilient of the add order.
  • Fix Drawable2D’s not using viewmask in rendering & raycast.
  • Fix Quaternion::FromLookRotation() zero cross product case.
  • Fix RigidBody2D custom mass handling.
  • Fix multiple value children created into XMLElement.
  • Fix TmxFile2D loading according to the updated Tiled spec.
  • Fix integer overflow in Random() functions.
  • Fix potentially unreleased Lua function references.
  • Fix UIElement functions that may crash at UI deletion time.
  • Fix mistaken commenting out of GLSL source code.
  • Fix animation “freezing” due to model being invisible while the animation finishes.
  • Fix Graphics::ResolveToTexture() on D3D11, especially for less-than-fullscreen viewports.
  • Fix potential crash or error during animation event processing, if animations are added/removed.
  • Fix potential null pointer access at navmesh destruction time.
  • Fix not allowing collision geometry from multiple CustomGeometries in the same node.
  • Fix space glyph not getting loaded in some fonts.
  • Fix missing resource dependencies tracking when resource autoloading is switched on during runtime.
  • Fix crash on MinGW build with SSE optimizations.
  • Fix windowed / fullscreen switching on Emscripten.
  • Fix missing URHO3D_API specifiers from some classes / structs.
  • Fix improper rounding during TrueType loading, which would displace some glyphs.
  • Fix incorrect bounding box of StaticSprite2D.
  • Fix lost font texture (OpenGL only) not being handled for Text3D.
  • Fix crash with CollisionChain2D with not enough vertices. Allow to create CollisionChain2D in the editor.
  • Fix crash caused by querying HashMap or HashSet while it’s being cleared.
  • Fix erroneous hardware keyboard input on Android.
  • Fix Android MIPS build.
  • Fix UI element layouting changing the user-defined minimum size.
  • Fix crash in 64bit build when opening the console window.
  • Fix potential edge artifacts in dynamically created spritesheets.
  • Fix Spine animation playback thread safety.
  • Fix mouse button release while cursor hidden not releasing drag elements.
  • Fix too heavy-handed skybox shader Z adjustment on GLES, which caused objects to be obscured by the skybox.
  • Fix protected AngelScript class variables showing up as serializable/editable.
  • Fix ResourceRefList serialization bug caused by String::Split() not returning empty strings.

GameDev News , ,

blog comments powered by Disqus

Month List

Popular Comments