{mosimage}It’s that time again for a point release for the stable v1.4 branch aka Eihort. We’ll keep doing these releases approximately every 4-6 weeks so long as there are fixes worth pushing out on that schedule. Full details of the changes in this release are to be found in the full text of this article.

As usual you can find the updated source and SDK releases via the downloads section of the site. Check the version number of SDKs before you download them as some SDKs may not be quite up to date yet, they will be updated as soon as the maintainer in question provides an update.

Changes since v1.4.2:

  • GL:
    • Fix returning to fixed-function pipeline after using programmable pipeline with more than fixed-function (8) texture units
    • Don’t delete externally created windows in GLX renderer
    • Allow a Win32 GL window to use an externally created GL context
  • D3D9:
    • Fixed loading of DXT compressed data manually from memory instead of .dds files in D3D
    • Fix a leak / potential crash when manually shutting down and reinitialising
    • Only reset window size when necessary, when going between fullscreen and windowed modes
    • Precompiled SDK built again with 2004 DirectX SDK for max compatibility
  • Change MRT surface restriction to ‘same bit depth’ not ‘same pixel format’. This is the actual restriction that the majority of cards enforce, save the latest (e.g. 8800)
  • Fix max_lights in non light-iteration cases, was being ignored previously which could cause some issues with other processing of light lists
  • Fix Math::intersects (sphere / plane) – was missing the ‘d’ component Fix Math::intersects (sphere / aabb) – use Arvo’s algorithm Neither of these methods were called in the Ogre code which is why they were missed.
  • Add Compositor to VC2005 SDK samples project, was missing.
  • Fix SharedPtr bug in operator= when rhs and lhs are interdependent (e.g. one holding a pointer to the other)
  • Allow OGRE_EXCEPT to be overridden if predefined
  • Node::Listener is now called after all derived implementations of _updateFromParent, this fixes some issues with generating a RibbonTrail from a TagPoint
  • Fix failure in vertex pose animation when subentities are made invisible
  • Define maximum render queue ID more explicitly and assert against it to avoid issues with compositors if this is exceeded by user code
  • Fix an animation blending problem on some skeleton set ups. This should resolve the problems some people were getting when using non-unit weighting on multiple active animations. Would not have affected many skeletons, depends on the exporter.
  • Fixed incorrect fading of modulative texture spotlight shadows when using custom shadow projection systems
  • Font now correcly removes everything it creates allowing it to be reloaded at runtime
  • Prevented continuous (every frame) retry of texture loading when it fails, now only retries when something changes
  • Bug fix for auto params light_direction_view_space_array and light_direction_object_space_array
  • Fixed uncallable operator= of ConstMapIterator
  • A few const correctness / warning fixes.
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