{mosimage}To kick off the new year, we're happy to announce the latest maintenance release for those on the 'Dagon' v1.2.x branch. As usual it's a bunch of succulent fixes in a crisp interface-compatible shell. 🙂 Full details of exactly what was changed can be found in the detail of this post. This is a highly recommended update for all using the Dagon branch. There is also a new version of the Blender exporter in this release, this has been in testing for a while and is now considered stable, so Blender users should definitely upgrade.

For those of you eagerly awaiting the next stable version, codenamed 'Eihort' or 1.4.x, rest assured it's coming. We're working really hard to make sure it's a killer – whilst we didn't manage the end of the year as we'd tentatively planned, the small amount of extra waiting will be worth it, and a release candidate is very close. We still encourage any experienced users to grab the latest from CVS and play with it – it's really very stable the majority of the time and testing is always welcome. Please just check the Porting Notes for the things you need to know to upgrade your applications.


Changes since v1.2.4:

  • GL: 
    • Cope with
      GL_COMPRESSED_RGB_S3TC_DXT1_EXT as well
      as GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, OSX in particular seems to return
      the former sometimes even though DXT1 is only one format
    •  Test support for GL_EXT_secondary_color before using to avoid crashes on very old drivers
  • D3D9: Use per-texture unit constant storage for cards that
    support it to allow each unit to be more independent like GL.
    Otherwise using more than one manual blend in a pass would override the same value.
  • Fix light_direction_object_space and
    light_direction_view_space auto params – should have been using
    inverse transpose since they are directions
  • Mesh: Close the log after writing debug edge data log to free up file handle
  • Animation: Deal with invalid zero-length animations in a friendlier fashion (no infinite looping)
  • GPU program params:
    • setAutoConstant should check to see if the parameter
      already has an auto, and replace it if so to allow modification of
      autos without endlessly growing list.  Add clearAutoConstant
      to allow the unbinding of a single auto constant
    • When parsing a manual parameter, unset any auto parameters
      with the same name / index. This solves the problem where
      overriding an auto parameter with a manual one in a subclassed
      material, or overriding a default parameter didn't work.
    • Fix ACT_LIGHT_POSITION_VIEW_SPACE –
      since Light::getAs4DVector returns the result in worldspace,
      should be using just the view matrix, not worldview
  • Add SubEntity::getParent
  • Octree plugin: 
    • OctreeNode::_isIn now deals with growth in object size and bumps objects out of the current node when too big
    • Fix resize when setting 'Depth' parameter on OctreeSceneManager
  • Terrain:
    • Terrain
      renderable bounding radius should use half length of the diagonal
      instead of maximise half length of edge of the bounding box.
    • When
      calculating scale of terrain, should use pagesize – 1 since pagesize
      refers to the number of vertices; physical size is one less.
  • Fix Billboard origins BBO_TOP_* and BBO_BOTTOM_* , were inverted
  • Fix getCameraToViewportRay again, wasn't quite right for ortho / custom matrices
  • Force update of animation after reevaluating vertex processing,
    to cope with potential switching between hardware/software at
    unusual times
  • Make CompositorChain::_compile
    public so that expert users can precompile chains if they want to. Also
    some compositor compile optmisations.
  • Don't try to load a HighLevelGpuProgram if it is not
    supported – bulk loading all resources in a group could cause this
    to fail if the shader isfor an unsupported system
  • Fixed automatic setting of texture alias names when adding a new unnamed texture unit to a pass and then naming it
  • Compiler2Pass:
    testNextTokenID() did not allow testing of the last token in the que.
    Also fixed some problems parsing off the end of the source in pass 1.
  • Overlays:
    • Overlay::setZOrder should maintain the same zorder multiple as Overlay::add2D on children 
    • Fix another potential overlay teardown order problem – elements should tell their parents when they are destroyed.
  • Change 'time' to 'time_0_1' in Fresnel shader to try to prevent precision errors when run for a very long time
  • Fixed some Code::Blocks project dependencies for some projects. Updated to latest Code::Blocks project format.
  • Enable the FAT32 manifest workaround to prevent random
    manifest errors when building on a FAT32 drive – seems to
    especially be a problem on VS2005 SP1
  • Fix a small constants overrun in GpuProgramParameters::copyConstantsFrom
  • Fix /RTCc compatibility in ColourValue
  • Small const correctness and tidy ups
  • Various documentation corrections
Exit mobile version