Hello everybody!
After a long time we're releasing another maintenance release for the Irrlicht 1.8 series.
Main reason is that newer Linux systems no longer compile with 1.8.4 due to some header changes.
Also public holiday here today, so I simply had time to make another release. Please everyone advice your political parties to create more public holidays so open source coders can get more work done! ;-)
Note that I still recommend to use Irrlicht svn trunk (which will be Irrlicht 1.9) for your projects as it has way more bugfixes and features.
There's also a few bugfixes been made since 1.8.4 over the years, so here's the full changelist for 1.8.5:
- Fix some aes compile warnings on gcc about fall-throughs.
- No longer include sys/sysctl.h on other platforms than OSX. Fixes compile errors in COSOperator on newer Linux systems.
- Update script to generate tutorial.html's in example folders. Add missing ones. Update existing ones. Thanks @Guillian J for noticing those were outdated.
- Update libpng to 1.6.37 (from 1.6.23)
- Fix CIrrDeviceSDL::getVideoModeList which didn't return video modes before. Thx @kas1e for report and patch.
- CIrrDeviceMacOSX now sets the SEvent.MouseInput Shift and Control values on mouse events like the other devices. Thanks @ Zero King for patch (#321)
- isWindowFocused in IrrDeviceSDL device now returns the input focus like the other devices. Before it was returning a mouse-over-window state.
- Prevent SDL device from dropping OpenGL resources on Win32 when setResizable was called with OpenGL driver. Thanks @ kas1e for reporting (http://irrlicht.sourceforge.net/forum/v ... 83&start=0)
And thanks to http://www.bytehazard.com/articles/sdlres.html for the workaround.
- Fix isWindowActive when using SDL device. Before it was only active when the mouse was over the window. Thanks @ kas1e for reporting (http://irrlicht.sourceforge.net/forum/v ... 83&start=0)
- Fix SViewFrustum::clipLine. Was before clipping at wrong points (inverse places along lines).
- Fix compilation on OSX and prevent capturing mouse cursor when Window is not on top (Patch #319)
Thanks at Artem Shoobovych for bugreport and patch (https://sourceforge.net/p/irrlicht/patches/319/)
- Fix serialization of OverrideTextColorEnabled flag in CGUITab. Thanks @ chronologicaldot for reporting (http://irrlicht.sourceforge.net/forum/v ... 91#p303891)
- CFileSystem::getAbsolutePath no longer wrongly converts an empty filename to "/" on unix platforms.
This fixes the bug that CFileSystem::createAndOpenFile("") returned a (strange behaving) non-null file pointer.
Additional check also added in createAndOpenFile to early out on empty names.
- Fix bug in cursor positions when compiled with newer Windows SDK's (v110 in VS2012) and running on Systems >= Windows Vista in windowed mode.
Thanks @Mustapha Tachouct for the bugreport and patch proposal. Also thanks @BakeMyCake for an earlier report.
- IOSOperator::getSysteMemory() no longer returns incorrect values with >2GB. Thanks @Eduline - human development for report and patch.
- Increase KEY_KEY_CODES_COUNT to fix problem with laptop keyboards which return the keycode 0xff for the function key. Thx @Klokancz for bugreport and patch.
- Fix bug when calling activateJoysticks on windows several times. It had appened joystick information instead of replacing it, thereby increasing joystick number on each call.
Only happened compiling with _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_ (which is the default). Linux and SDL implementation not affected.
Thx @Andrea Demetrio for the bugreport.
- Fix bug in fast_atof when reading floating point numbers with more than 16 digits past the dot. Those produced completely wrong results (sometimes even causing INF numbers).
This bug also did cause many meshloaders to have problems with certain meshes (basically all text-based formats are affected).
- Accuracy of fast_atof is back to older Irrlicht versions (fixes test warnings, usually not a noticable problem).
- Fix crash in eventhandling when calling remove() on a contextmenu while it has focus.
- CImageLoaderJPG::isALoadableFileFormat uses a test which allows to load more jpg formats (for example uncompressed jpg's). Thx @Yaron Cohen-Tal for report, test-image and his help with the patch.
Enjoy!
Irrlicht 1.8.5 released
Irrlicht 1.8.5 released
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: Irrlicht 1.8.5 released
amazing, thanks. seems like it even compiles faster
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
-- https://github.com/netpipe/Luna Game Engine Status 95%
Re: Irrlicht 1.8.5 released
Very happy that my usual 3d platform is still under maintenance, thanks for this excellent work!
/\+++/\
< agnas >
\/+++\/
micronosis.com
< agnas >
\/+++\/
micronosis.com
Re: Irrlicht 1.8.5 released
Hey,
last Irllicht I compiled was 1.72, I had a different computer then. Now VS 2019 Community, Win10 SDK... Is there a how to build thread somewhere to get me started again ?
last Irllicht I compiled was 1.72, I had a different computer then. Now VS 2019 Community, Win10 SDK... Is there a how to build thread somewhere to get me started again ?
back in the days...
Re: Irrlicht 1.8.5 released
Sorry, didn't add new VS project files (will do so for 1.9 release). But try to open another VS solution like examples/BuildAllExamples_vc14.sln and let VS auto-update it.
I've not worked on a clean new system in a while, so I'm not certain right now if it will run just like that. Might still needs Windows 7 SDK installed to use Direct3D9 (either find out on google how to get that installed or disabled direct3d9 support in IrrCompileConfig.h).
That should be it - if it doesn't work just tell which errors you get here and we can try figure out if I missed something.
I've not worked on a clean new system in a while, so I'm not certain right now if it will run just like that. Might still needs Windows 7 SDK installed to use Direct3D9 (either find out on google how to get that installed or disabled direct3d9 support in IrrCompileConfig.h).
That should be it - if it doesn't work just tell which errors you get here and we can try figure out if I missed something.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: Irrlicht 1.8.5 released
It seems the solution wants to build against Windows 7.1 SDK and toolset, but as it looks that not compatible with Windows 10
https://social.msdn.microsoft.com/Forum ... windowssdk
EDIT: I haven't invested much time trying to fix it, will try the auto update on an example. I really just need the dll's though.
https://social.msdn.microsoft.com/Forum ... windowssdk
EDIT: I haven't invested much time trying to fix it, will try the auto update on an example. I really just need the dll's though.
back in the days...
Re: Irrlicht 1.8.5 released
You might need this one: https://www.microsoft.com/en-us/downloa ... px?id=6812
Or maybe you can install the nuget package "Microsoft.DXSDK.D3DX" (you can do that inside Visual Studio).
Or maybe you can install the nuget package "Microsoft.DXSDK.D3DX" (you can do that inside Visual Studio).
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: Irrlicht 1.8.5 released
I was able to compile irrlicht 1.8.5 with codeblocks only on macosx using clang i did have to comment out archive loading and some zlib files that were still there after.
modified the compilers section to point the llvm-ar path to just ar
the first example use the "example copy.cbp" file hello world , software render does not work but opengl does. also the example has to be ran afterwards manually because the play button on codeblocks does not work.
https://drive.google.com/file/d/1LEYUWX ... sp=sharing
https://drive.google.com/file/d/15YWUW8 ... sp=sharing
modified the compilers section to point the llvm-ar path to just ar
the first example use the "example copy.cbp" file hello world , software render does not work but opengl does. also the example has to be ran afterwards manually because the play button on codeblocks does not work.
https://drive.google.com/file/d/1LEYUWX ... sp=sharing
https://drive.google.com/file/d/15YWUW8 ... sp=sharing
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
-- https://github.com/netpipe/Luna Game Engine Status 95%