This is a maintenance release. Efforts to port from 2.2.1 to 2.2.2 should be minimum.
Notable additions are:
- Stable PSSM shadows technique added. Use this feature with ‘num_stable_splits 1’ in compositor scripts when defining the shadow node. Stable PSSM shadows tend to improve quality on the first splits, but they can dramatically reduce quality on the last splits of PSSM; thus using num_stable_splits 1 or 2 but not higher than that is recommended
- D3D11 improved its handling of device lost
- It is now possible to draw to a cubemap using MSAA, which was an oversight in Ogre 2.2.1. See the updated DynamicCubemap tutorial
For a full list see the Github release
Discussion in forum thread.