Irrlicht 1.5 released!

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
niko
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Irrlicht 1.5 released!

Post by niko »

Thanks to all the Irrlicht team members and of course Irrlicht's great community, Irrlicht 1.5 is out now. Grab it while it's hot :)

Happy downloading :)
fmx

Post by fmx »

hey cool, just realised its all official now, no SVN etc.
Downloading now

great job niko and co, and congrats on yet another release!
:D
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Post by Halifax »

I agree, great job once again guys. Keep it up!
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Post by CuteAlien »

Very impressive changelist - you guys rock!
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Post by alexionne »

Congratulations! Really good & great job on this release!
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Post by Nadro »

Great job!!! :D
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hybrid
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Post by hybrid »

Yeah 8) Here's the change list. http://irrlicht.sourceforge.net/changes.txt
But also await for several API breaking changes :!:
Here's a list of problems to cope with:
* Some types changed from s32 to void* for 64bit compatibility
* Camera nodes are now using camera animators instead of separate scene nodes
* If VBOs are enabled for a meshbuffer, you need to call setDirty after changing vertex or index data in that buffer
* Some methods have been renamed, usually the old ones still exist, but are deprecated (so avoid them, they'll be removed in Irrlicht 1.6)
* One of these major renamings: addRenderTargetTexture replaces createRenderTargetTexture, which means that you don't have to drop the texture anymore, but you must remove it from the texture cache :!:
* MaterialTypeParam==0.f is now interpreted as 0, not 0.5, for transparent materials. This means that transparency is really smooth, but if 0.5 was desired you have to make that explicit
* core::string constructors with only one POD parameter are explicit now, so you might have to add core::stringc() around your integers or variables.
* draw2DImage handles RTTs internally now also under OpenGL, so workarounds will flip the images now :wink:
* The window pointer for external window rendering has been moved from endScene to beginScene
* Particle Sizes have to be set in the emitter, not in the ParticleSystemSceneNode.
* Collision response gravity and FPS jump speed have to be adjusted
* The FPS cam constructor movement speed is now in units/ms not units/s as in previous versions, so divide the value by 1000.f :!:
* Terrain heightmap and texture are flipped. This will lead to a terrain that has the same origin as the original image of heightmap and texture. :!:
* Some Light properties must be changed via methods from ILightSceneNode now, instead via the SLight struct. This affects radius, ShadowCast, and LightType. :!: Moreover, the initial attenuation has changed back to the old values of older Irrlicht versions.

Ok, I hope that I remembered all things. Will add others once they pop up :P
Last edited by hybrid on Tue Dec 16, 2008 9:06 am, edited 1 time in total.
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Post by Katsankat »

:D Kudos the team, Bravo!
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Post by Arcoroc »

Congratulations, that is one impressive changelog.
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Post by dlangdev »

Whoa!

Thanks for the hard work.
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Yoran
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Post by Yoran »

I just want to congratulate the team, especially hybrid and rogerborg!
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Post by BlindSide »

Probably my most anticipated release so far, great work
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Post by rogerborg »

Yoran wrote:I just want to congratulate the team, especially hybrid and rogerborg!
Let's please be clear that the vast majority of work in 1.5 came from hybrid, luke, and bitplane. I just tagged on the end and grabbed the glory.

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ALL GLORY TO THE HYPNOBORG!
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Post by geckoman »

Great work guys!
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Post by Mel »

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