Yeah
![Cool 8)](./images/smilies/icon_cool.gif)
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
![Exclamation :!:](./images/smilies/icon_exclaim.gif)
* 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
* 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
![Exclamation :!:](./images/smilies/icon_exclaim.gif)
* 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.
![Exclamation :!:](./images/smilies/icon_exclaim.gif)
* Some Light properties must be changed via methods from ILightSceneNode now, instead via the SLight struct. This affects radius, ShadowCast, and LightType.
![Exclamation :!:](./images/smilies/icon_exclaim.gif)
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
![Razz :P](./images/smilies/icon_razz.gif)