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WhatsNew.txt
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v2.5.2 https://github.com/realXtend/naali/compare/tundra2.5.1...tundra2.5.2
------
- Switch to JSON based configuration files.
- Component ID's also saved in .txml files.
- Scene editing usability improvements.
- Dependency build fixes and improvements.
- Installer fixes and improvements.
- WebSocketServerModule contributed by Adminotech Ltd. for handling websocket clients.
- Unified handling of websocket and native client connections.
- Added concept of protocol version and protocol version negotiation to be able to support clients of multiple versions.
- Crash fix for removing entities while physics collision signals are being fired for the frame.
- Plus many more bugfixes and misc. improvements.
v2.5.1 https://github.com/realXtend/naali/compare/tundra2.5...tundra2.5.1
------
- Update to Qt 4.8.5 on Windows and OS X.
- Update to Ogre 1.9 RC1.
- Update to a new version of MathGeoLib with several new functions and bugfixes.
- Configurable texture budget: when exceeded or near exceeded, textures will be loaded in reduced resolution.
- Ogre instancing support in the Mesh component. Automatic generation of instanced versions of the SuperShaders.
- Threaded HttpAssetProvider cache write to improve performance and responsiveness when loading a scene with a "cold" cache.
- Improved build and installer scripts on Windows, including support for 64-bit targets. Installer detects and optionally removes old Tundra installation.
- Improved Linux build script. Contributed by Peter C.
- Possibility to build only Debug or Release dependencies instead of both to reduce the dependencies build time.
- Cleaned up startup configuration file syntax: use the same commands as command line startup parameters. Allow configuration files to include other configuration files.
- All startup parameters unified to lowerCamelCase format for better readability. Old format also retained for now.
- Possibility to access scene components without the EC_ prefix from script; .txml files saved without the EC_ prefix.
- Possibility to access entity's components in lowerCamelCase from script for better readability.
- Support for grouping entities in the Scene Structure window.
- Show attributes optionally in the Scene Structure window.
- Live-update attribute metadata in the EC-editor if changed during runtime.
- Split less used or deprecated modules to the TundraAddons repository.
- Add version information to the Tundra executables and libraries on Windows.
- Distance along the ray added to RayCastResult.
- RaycastAll() functions in OgreWorld for returning all hit objects along a ray.
- PhysicsConstraint component.
- Separate machine-readable ID's for component attributes in addition to the human-readable attribute names. This allow changing the human-readable name without breaking scene files.
- Help text is shown if starting Tundra without a scene file.
- Improved Profiler display. kNet network statistics shown in its own Profiler tab by default.
- Bug fixes to allow creating components unparented (without a scene or entity). When serializing a scene description on import, use this feature to prevent changing the actual scene yet.
- Transform gizmo bugfix: allow unlimited drag to the negative axis direction.
- Fix loading of Ogg Vorbis sounds sometimes producing garbage audio.
- API cleanup; more getter functions modified to concise form without the Get-prefix. Old functions retained, but marked deprecated.
- Plus much more bugfixes and misc. improvements.
v2.5 https://github.com/realXtend/naali/compare/tundra2.4.1...tundra2.5
------
- Undo/redo functionality in scene editing.
- Optional interest management system implemented into server->client scene updates. Configurable from the command line or with the interest management settings dialog. Contributed by Kari Vatjus-Anttila.
- Update to Bullet 2.8.1 and physics rolling friction support for EC_RigidBody. Contributed by Peter C.
- Update to Qt 4.8.4 on Windows.
- Update to OpenSSL 0.9.8x on Windows. Contributed by Peter C.
- Official support for compiling on Visual Studio 2010 and cleanup of the Windows dependencies build script.
- Support for compiling without Boost (TUNDRA_NO_BOOST CMake define). Cleanup of Tundra codebase of Boost-specific constructs.
- Per-rigidbody gravity enable/disable.
- Wire protocol resiliency for adding component attributes to the end of a component's attribute list while maintaining future version compatibility.
Unfortunately Tundra 2.4.x can not retroactively support this and is incompatible eg. with the EC_RigidBody component.
- For consistency, signal individual component removals also when an entity is being removed from the scene. This may simplify eg. script code checking for removal of specific components.
- Added a Javascript Tundra1 -> Tundra2 scene orientation converter.
- Several bugfixes and convenience improvements in the API.
v2.4.1 - https://github.com/realXtend/naali/compare/tundra2.4...tundra2.4.1
------
- Add support for Crunch texture format (#532), see http://code.google.com/p/crunch/
- Optimized Tundra built-in attribute change management architecture to use the new AttributeChanged() signature (#541, #563)
- Merged in TundraCore DLL architecture change that reduces code duplication and plugin DLL sizes (#575)
- Added support for building Tundra on Android (#574)
- Moved SceneInteract into its own plugin to decouple application logic from core (7d53390)
- Move several Ogre-specific scene components into OgreRenderingModule (fbc37db, db329a3)
- Cleaned massive amounts of build warnings on /W4 and -Wall
- Documentation cleanup
- Fixed a bug in Transform constructor that left the scale member variable uninitialized (0f8d0f5)
- Remove use of the InputMapper component in favor of more flexible InputContexts in scripts (109e6eb, #551)
- Registered fixed-width primitive integer types to QtScript (d1e56c6)
- Fixed a crash that could occur when the user clicked on the main window before any entities were loaded to the scene (bfc894c, 37ecf87)
v2.4 - https://github.com/realXtend/naali/compare/tundra2.4rc1...tundra2.4
------
- Fixed Glow example scene to not conflict with Tundra built-in asset names.
- Added Glow and AssImpDemoScene to Windows startup menu entries.
- Fixed OSX build script to not fail in SkyX.
- Fixed OSX app bundling script to properly bundle up Cg and Ogre frameworks.
- Enabled default build of SkyX, Hydrax and OpenAssetImport on OSX.
v2.4-RC1 - https://github.com/realXtend/naali/compare/tundra2.3.3.1...tundra2.4rc1
------
- Fixed KeyBindingMap not being accessible from QtScript. (related to #485)
- Added support for individual objects to glow, and added a new Glow example scene.
- Fix an issue where the default water plane slab was very shallow in depth.
- Fixes an issue with Hydrax when using multiple scenes. (#500)
- Exposed LoginProperties to QtScript.
- Fixed a border issue with EC_GraphicsViewCanvas.
- Added support for materials to refer to cube textures. (related to #479)
- Refactored the EC_Sky component to support material asset references. (#479)
- Added new module XMPPModule that enables Tundra application developers to implement communication with an XMPP server. (#512, #546, #537)
- Added the concept of 'Asset Bundles' and implemented support for loading assets from .zip files. (#508)
- Added support for OpenAssetImport assets. This enables Tundra to load assets from the formats listed at http://assimp.sourceforge.net/main_features_formats.html (#509, #513)
- Added --noclientphysics and --clientextrapolationtime command line parameters to allow tweaking the rigid body network sync mechanisms.
- Fixed build issue related to making Debug builds (#507)
- Added a new helper function Scene::FindEntities that performs substring or regex search for entities in the scene. (#237)
- Added support for double-clicking on .txml files on OSX to open them in Tundra. (#526)
- Fixed an issue with very long Windows filenames (#347)
- Fixed an issue with loading manually edited xml scenes with entities with id of 0. (#418)
- Improved the usability of the Entity and Asset Import dialog and other UIs. (#462, #527, #161, #63, #461)
- Work around a threading issue in VlcWidget (#486)
- Fix a crash bug when aborting asset transfers.
- Fix an issue with a Tundra server having more than 255 connected users. (#562)
- Fixed several bad crash bugs related to asset serialization and access from scripts. (#496)
- Added helper functions EC_Camera::ToFrustum and EC_Camera::SetFromFrustum. (#490)
- Enable using '#' sign to delimit subassetnames in asset refs.
- Added support for handling HTTP 307 Temporary Redirect status code when fetching assets.
- Fix an issue where deleting a local asset from disk did not actually delete the asset, but only hid the asset from view (#319)
- Fix several issues with EC_Fog not being displayed properly.
- Fixed a problem with InputAPI::MousePos() not functioning properly. (#402)
- Closed several build system related issues: #505, #534, #515, #316, #383, #395, #504, #315, #552, #555, #380, #553, #558, #560, #561
- Other closed issues: #476, #339, #497, #491, #451, #393, #520, #516, #230, #258, #464, #80, #266, #253, #465, #528, #544, #158, #529, #47, #236, #301, #420, #556, #550, #557
The version 2.4-RC1 is *not* network-compatible with previous versions.
v2.3.3.1 - https://github.com/realXtend/naali/compare/tundra2.3.3...tundra2.3.3.1
------
- Updated ogre-safe-nocrashes (the Ogre branch Tundra builds against) to stable Ogre 1.8 release.
- Fixed build system related issues (#451, #493, #489)
- Fixed an issue with AvatarDescAsset::AddAttachment (#495)
v2.3.3 - https://github.com/realXtend/naali/compare/tundra2.3.2...tundra2.3.3
------
- Added new CanvasPlugin, which adds a new component EC_GraphicsViewCanvas. This component allows embedding and interacting with arbitrary Qt UI elements (dialogs, buttons, web browsers, etc.) in the surfaces of 3D objects.
- Added new demo scene 'Canvas' to demonstrate the EC_GraphicsViewCanvas features.
- Added libsquish library to allow runtime DXT compression of textures to reduce down memory usage for scenes that were authored in pngs, jpgs or other formats. Controlled by command line parameter now, but to appear as a renderer configuration option. (#450)
- Improved Qt UIs to be more consistent on Mac OS X to the ones on Windows and Linux. (#411)
- Fixed mouse interaction issues in EC_WidgetBillboard. (#441)
- Evolved rex Avatar and Avatar Attachment editors. (#477, #443, #437)
- Fixed crashes related to ec editor and profiler. (#446, #445)
- Fixed issues with exposing Qt input events to QtScript.
- Fixed a bug with resetting camera aspect ratio when switching between cameras. (#450)
- Added new EC_PhysicsMotor component, which is used to optimize issues with QtScript runtime performance. (#450)
- Fixed raycast to report results against the EC_Terrain component. (#450)
- Fixed InputAPI::MousePos() function to return correct results when mouse is being dragged. (#450)
- Fix issues with VLC video playback. (#468)
- Expose more Mumble VOIP parameters to QtScript. (#468)
- Enable QoS control on Mumble. (#463)
- Fixed issues with Mumble voip. (#453)
- Added support for doing OBB scene queries to bullet physics scene.
- Added glow postprocess option. This differs from generic bloom in that it's possible to apply glow to individual objects, and not only the whole scene.
- Recompute the rigid body inertia tensors when the body parameters have changed. (#469, #475)
- Fixed certain security-related crashes in QtScript array handling.
- Scene structure "Save as.." no longer writes components marked as 'temporary' to disk. (#482)
- Now immediately unloads all assets from memory and aborts all asset transfers when disconnecting from a server. (#472, #480)
- Other closed issues: #320, #146, #12, #157, #160
v2.3.2 - https://github.com/realXtend/naali/compare/tundra2.3.1...tundra2.3.2
------
- Fixed a shader-related Hydrax crash bug on Mac (possibly could occur on Windows as well).
- Closed some issues with lacking QtScript bindings (#432, #433)
- Fixed mouse raycast clicks not working against very thing objects (#435)
- Added --notextures debug command line option to enable debugging memory consumption caused by textures. If enabled, Tundra does not load any textures for any objects.
- Added --d3ddefaultpool debug command line option to force all textures to be loaded in D3DPOOL_DEFAULT instead of D3DPOOL_MANAGED, to allow profiling and testing Ogre behavior in these modes.
- Fixed an issue where uploading assets through the Add Content window would try to interpret URLs as paths to the local filesystem.
- Fixed a kNet protocol error where sending large messages (>256KB) would fail if using socket in TCP mode.
- Other closed issues: #438
- See full changes at https://github.com/LudoCraft/Tundra/compare/f19bd0a36c...82512e1aff
Known issues:
- In the Mac release, MumblePlugin is not enabled: https://github.com/realXtend/naali/issues/447
- for other issues, see https://github.com/realXtend/naali/issues
v2.3.1 - https://github.com/realXtend/naali/compare/tundra2.3.0...tundra2.3.1
------
Note: The numbers with # signs refer to github issue tracker numbers, e.g. #314 -> https://github.com/realXtend/naali/issues/314 .
- Migrated to a new build system on Windows, which builds nearly all dependencies for Tundra automatically. As a result, updated a lot of 3rd party libraries to newer versions: (#415)
- Qt 4.7.4
- Bullet 2.78
- Boost 1.49
- kNet: latest stable tag (will automatically pick up and rebuild when a new stable is out)
- qtscriptgenerator: latest master (identifies itself as 0.2)
- ogre-safe-nocrashes: Pulled to latest trunk at each build and rebuilt. Based on 1.8.0-unstable (Byatis)
- RenderSystem_NULL: Unknown.
- SkyX: 0.2.1 (?) modified with our custom changes
- Hydrax: 0.5.1 modified with our custom changes
- OpenAL: Summer 2009 : Version 2.0.7.0 (?) ( http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx )
- Ogg: 1.3.0
- Vorbis: 1.3.3
- Theora: 1.1.1
- Speex: latest trunk, due to VS2008 and VS2010 build scripts not existing for the latest tag.
- QtPropertyBrowser: latest trunk, versioned 2.6
- Server object now has 'port' and 'protocol' member properties.
- Deprecated server.GetPort() and server.GetProtocol() member functions.
- Server object now has 'UserConnections()' member function, which returns a list of all connected user connections.
- Server object now has 'AuthenticatedUsers()' member function, which returns a list of all connected and authenticated user connections.
- Deprecated server.GetConnectionIDs(). Call server.AuthenticatedUsers() instead.
- Fixed various asset transfer handling bugs in Asset API.
- Deprecated Client::GetConnectionID. Use client.connectionID and Client::ConnectionID() instead.
- Deprecated Client::GetLoginProperty function. Use client.LoginProperty(key) and Client::LoginProperty(QString key) instead.
- Added a new script profiler tab to the Profiler window to allow profiling script memory consumption. (#403)
- Optimized ray-mesh triangle intersection by caching the mesh data into a kD-tree in OgreMeshAsset. (#416)
- Added support to profiler to refresh the profiler window at manual intervals.
- Reimplemented threshold logging to print results immedately to console window, instead of writing to file.
- Optimized Asset API internals to speed up asset loading locally and from the network.
- Optimized Asset API disk I/O usage for loading assets.
- Enabled Tundra to show timing information from inside Ogre, SkyX and Hydrax if built with ogre-safe-nocrashes branch.
- Fixed a crash in CAVEStereModule StereoController.
- Disabled Asset liveupdate for all assets outside storages registered to Tundra due to performance reasons. If you want to use liveupdate, make sure the asset is in a known asset storage.
- Improved MumblePlugin UI.
- Fixed a problem with improper case sensitive string checks that caused materials of some meshes to not load in EC_Mesh.
- Deprecated scene.GetEntity() and scene.GetEntityByName() in favor of more explicit scene.EntityByName() and scene.EntityById().
- Deprecated scene.GetEntitiesWithComponent() in favor of scene.EntitiesWithComponent() function.
- Added EC_Hydrax::HeightAt(worldPos) helper function to query the water height below a given world point.
- Added a script API to query mesh triangle data from script: OgreMeshAsset::NumSubmeshes(), OgreMeshAsset::NumTris() and OgreMeshAsset::Tri().
- Implemented support for making Mac app bundles and .dmg installers from a Tundra build.
- Added new 'ogreProf' console command to enable the Ogre profiler overlay, if Ogre was built with profiling enabled.
- Fixed Entity parenting when entity IDs are to be generated while instantiating the entities. (#431)
- Fixed a crash bug when trying to open an unloaded asset to the asset editor. (#400)
- Other closed issues:
- #151, #153, #249, #338, #404, #410, #413, #417
- Note: PythonScriptModule is not enabled for this build: see issue #434.
v2.3.0 - https://github.com/realXtend/naali/compare/tundra2.2.0...tundra2.3.0
------
Note: The numbers with # signs refer to github issue tracker numbers, e.g. #314 -> https://github.com/realXtend/naali/issues/314 .
- Implemented a new path for streaming rigid bodies over the network. This allows a far larger number of concurrent clients on a server. (#314, #322, #354)
- Comparative profile of the Physics demo scene: http://dl.dropbox.com/u/40949268/Tundra/Tundra_RigidBody_PhysicsScene.png
- Old rigid body streaming code was about 70bytes/update: http://dl.dropbox.com/u/40949268/Tundra/OldRigidBodyStreaming_70b.png
- New code averages at about 11bytes/update: http://dl.dropbox.com/u/40949268/Tundra/NewRigidBodyPackets_11b.png
- User counts as large as 64 users are doable, but largely depends on what is running in the scene: http://dl.dropbox.com/u/40949268/Tundra/kNetServer64users.png
- Updated Physics demo scene. Added a new Physics2 demo scene.
- Fixed security issues in SyncManager sync action filter hooks.
- Fix a crash that occurred with TransformEditor.
- Fix a bug where the avatar mouse controls would not work at all on some scenes.
- Add support for launching Tundra from a web browser using the tundra:// protocol URL.
- Limit local asset file loads to keep at least 30fps rendering rate, if possible.
- Added a new loading screen script to display scene/asset loading status, for improved responsiveness. (#328, #330)
- Fixed several UI issues with the Profiler display window.
- Greatly improved scene loading performance for large scenes that are loaded from the local filesystem. (#327)
- Added a --no_async_asset_load command line option to allow disabling the background asset loader thread. (Can improve performance, see https://github.com/realXtend/naali/issues/332 )
- Added a new plugin: AssetInterestPlugin, which performs runtime-unloading of unused assets to keep memory consumption down on large scenes.
- Added a script-driven throttling mechanism to scene server->client synchronization mechanism to improve user responsiveness when logging in to a scene. (#302, #337, )
- Added a new "Open config folder" option to the Settings menu.
- Fix a regression bug introduced in 2.2.0 which broke .mesh file importing by drag-n-drop.
- Added improved error logging in several situations: when loading bad materials, when misusing animationcontroller and mesh components, and when printing out script errors.
- Added script functions for tangent frame computations along the terrain. (#298)
- Added a new shader program combination: DiffSpecflatNormal.
- Added a built-in material Wireframe.material for debugging aid.
- Fix several issues and enable calling more functions with the generic function invoker.
- Add support for alpha-tested shadows.
- Old: http://dl.dropbox.com/u/40949268/Tundra/OldShadows.png
- New: http://dl.dropbox.com/u/40949268/Tundra/AlphaShadows.png
- Moved to build Tundra against a ogre fork ogre-safe-nocrashes (https://bitbucket.org/clb/ogre-safe-nocrashes/overview), instead of the ogre trunk to improve security and fix bugs.
- Fork based on Ogre 1.8.0 branch, instead of 1.7.3.
- Fixes issues with Ogre crashing on certain .dds files. (#345)
- Fixes an Ogre crash related to bad .material files. (#343)
- Fixes an Ogre crash when a .mesh does not contain any normals. (#386)
- Fixes a crash when editing a .hdx asset twice while Tundra is running, caused by an Ogre crash to a dangling compositor pointer access. (#41, #331)
- Fix crash issues with malformed mesh inputs. (#377)
- TextureTool: Added two different mipmap generation options for creating mipmaps for alpha-tested textures.
- Fix a bug where underwater fog did not work for EC_WaterPlane. (#342)
- Fix a crash bug with bad EC_WaterPlane segments attribute values.
- Make Tundra consistently use UDP as the default protocol in every situation. The use of TCP is in general discouraged, and should only be enabled for testing or firewall penetration.
- Updated to newest stable kNet version.
- Fixed Scene::GetEntitiesWithComponent to actually work.
- Rewrote the Mumble VOIP implementation from scratch. (#349)
- Fixed a bug where asset dependencies could not be satisfied due to case sensitivity issues on Windows.
- Added a new "Clear Asset Cache" menu option.
- Added support to Asset API to do asset live-upload. See http://groups.google.com/group/realxtend-dev/browse_thread/thread/6f44c428b09c3a52
- Fixed a bug with mouse movement not working on Mac.
- Changed Tundra .dds loading to not automatically generate mip levels for .dds textures that did not contain them. (#356)
- Fixed a crash if user attempted to cyclically parent entities to each other.
- Added new command line parameters --opengl, --direct3d9, --d3d9 and --nullrenderer.
- Note: The nullrenderer plugin is not however shipped with this release, due to incompatibilities with Ogre 1.8.0.
- Added support for liveupdate (and liveupload) to work on assets that reside in the asset cache.
- Improved "Open File Location" assets window context menu option to select the asset file on Windows, instead of just opening the folder.
- Greatly improved the loading times of large terrains.
- Other closed issues:
- #98, #251, #340, #84, #323, #355, #48, #310, #351, #362, #375, #384, #376, #387, #390, #321, #336, #389.
v2.2.0 - https://github.com/realXtend/naali/compare/tundra2.1.3...tundra2.2.0
------
- New command line parameters "--version", "--fullscreen".
- New command line parameters "--console", "--sharedconsole" to allow specifying whether to show a text-based console along with the main UI window.
- New command line parameter "--splash" to control the display of the startup splash screen.
- New command line parameters for Ogre rendering: "--vsync", "--vsyncFrequency", "--antialias".
- Updated to a new version of MathGeoLib, which adds support for several new geometry types for scripts (see http://clb.demon.fi/MathGeoLib/reference.html)
- Updated SkyX version to 0.2.1.
- New sound settings dialog.
- Add support for scripts to directly receive touch events on touch-based systems.
- Support specifying Hydrax configuration as an asset (instead of taking a hardcoded file in Tundra installation directory)
- Wider support for scripts to access renderer and ui properties.
- Allow accessing SoundChannels from QtScript.
- New rewritten HTTP Asset Cache to avoid issues with QNetworkDiskCache.
- Add support for specifying asset storages in scene files, to allow easier bundling of assets with scenes.
- Updated demo scenes: Render-to-texture, Compositor, Tooltip, ECSound, Physics, DayNight.
- New demo scenes: AnimatedUI, EntityMoveTest, ReplicationTest.
- New UIPlane feature allow scripts to directly generate 2D screen content (HUD items, overlays) that is blitted using Ogre (GPU).
- Support profiling CPU time consumption in QtScripts.
- Enable support for raycasting to billboard and hoveringtext components.
- Fix a problem where entities did not always parent themselves properly to bones of meshes.
- Fix a crash related to parent-child chains of entities.
- Fix a crash on headless server when EC_Fog is present in the scene.
- Fix problems with Unicode strings in assets and command line parameters.
- Fix a problem where meshes loaded over HTTP did not have tangent frames generated.
- Fix about a hundred other crashes or problems.
v2.1.3 - https://github.com/realXtend/naali/compare/tundra2.1.2...tundra2.1.3
------
- Merged against the latest Ludocraft Tundra branch. See full commit log for features.
- CAVEStereoModule is now included in the installer. It loads to the default Tundra and the Browser UI client Tundra. The module does nothing if in headless mode, there is not overhead for headless servers.
- SlideShow component now renders properly for the first slide, also shows informative textures is asset is empty ref, not a texture, null, still downloading or failed to load.
- New --version parameter that shows API and Application version information. The version info will always be printed but not visible in the gui console. Windows spesific bug that you need to also pass --headless with --version if you want to see it, this will be addressed later.
v2.1.2
------
- https://github.com/realXtend/naali/compare/tundra2.1.0...tundra2.1.2
v2.1.0 - https://github.com/realXtend/naali/compare/tundra2.0.0...tundra2.1.0
------
- http://groups.google.com/group/realxtend-dev/browse_thread/thread/7671cc73135d28ba/44310921bf5583e0
v2.0.0 - https://github.com/realXtend/naali/compare/tundra1.0.8...tundra2.0.0
------
Deleted code and deprecations.
- Deleted EventManager and the internal event system queue mechanism
(EventManager.h, IEventData.h). Direct signal-slots are used instead, as
they are more convenient.
- Rewrote all uses of EventManager to provide a proper signalling API,
e.g. in TundraLogicModule Server.cpp and Client.cpp.
- Deleted obsolete ConfigurationManager.
- Deleted ServiceManager and the concept of services.
- Deleted UiServiceInterface.
- Deleted rotten EC_BillboardWidget, EC_MovableTextOverlay.
- Deleted dependency to the PoCo library altogether, and other smaller
3rd party libraries like curl.
- Removed the use of GetModuleManager wherever applicable. Modules are
queried directly through Framework::GetModule, not via a separate
manager.
- Deleted EC_ChatBubble, EC_Clone, EC_Gizmo, EC_Ruler, EC_Selected,
EC_VideoSource, EC_3DCanvas, EC_3DCanvasSource, EC_Videosource. These
features can be reimplemented as plugins proper outside of core.
- Deleted the folder EC_3DGizmo, which has gone unused.
- Deleted PhononPlayerModule, ScenePersistenceModule, UpdateModule,
pending a refresh to the new plugin mechanism.
- Deleted CAVEStereoModule, pending a refresh to the new plugin mechanism.
- Deleted IntervalTimer and LockFreeList core objects (unused).
- Deprecated OgreRendererService (currently under the name IRenderer),
replaced with the mechanism below.
- Deprecated the concept of 'current active scene' and 'the default
scene'. Instead, use a single 'current active camera on the main UI'
query.
- Removed hash-based asset reload checks and booleans for isLoaded.
- Deleted badly placed Renderer::RenderAvatar.
- Deleted QGraphicsEffects from UiProxyWidget.
- Deleted Platform.h, PlatformNix.h, PlatformWin.h as unneeded.
- Deleted unused Root logging functionality and Framework thread task
mechanism.
- Removal of several **Raw workarounds. (more still exist, which should
be rid of asap)
- Removed all legacy code that was unmaintained, unused or otherwise
badly implemented to be harmful to use. Core code should either implement
properly or not at all - temporary hacks will not be accepted without a
very good reason.
Solution reorganization
- Deleted the obsolete projects Foundation, Interfaces, RexCommon.
- Deleted the obsolete projects InWorldChatModule, InventoryModule,
RpcUtilities, RexLogicModule, ProtocolUtilities, ProtocolModuleOpenSim,
ProtocolModuleTaiga, HttpUtilities and Core.
- Deleted the obsolete components EC_HoveringWidget, EC_NetworkPosition,
EC_OpenSimPresence, EC_OpenSimPrim.
- Removed SceneStructureModule and moved all its contents to
ECEditorModule (these two always come together or not at all).
- Moved EC_InputMapper to Input project.
- Moved EC_DynamicComponent to Scene project.
- Grouped EC_SoundListener and EC_Sound to same project to improve
compilation times.
- Moved EC_Light to OgreRenderingModule.
- Deleted the use of PCH in all EntityComponents projects in which it
doesn't help compilation times.
- Replaced server.exe and viewer.exe with a single tundra.exe, uses
--server parameter to decide whether to start a server, and --config
viewer.xml if to start a client viewer UI.
New Plugin API (mostly never used directly)
- New plugin mechanism for a simpler and more flexible plugin
implementation.
- Implemented a new plugins.xml to configure the set of modules and
startup .js files to load. Use --config startup parameter to specify the
set of modules to load.
- Removed the module description XML files and startup-time sorting based
on dependencies.
Finished the work on Asset API
- Fixed several bugs where storages, providers and disk sources were not
remembered for assets when taking them from the web cache.
- Unify the handling different asset ref forms into Asset API.
- Implemented an Asset Ref resolving step, where a relative ref is
resolved (possibly inside some context) to an absolute ref.
- Reimplemented the signalling flow of asset downloads to guarantee a
coherent signal flow independent of how an asset is loaded.
- some changes to signals to remove ambiguity, e.g. renamed
IAssetTransfer::Loaded() to IAssetTransfer::Succeeded() to avoid
confusion with IAsset::Loaded().
- Implemented context-based relative asset handling to allow relative
dependencies between assets to work properly
- Implemented asset refs to named asset storages which allows scenes to
be transferred from one server to another without having to manually
search&replace script refs.
- Implemented subassetname specifications to assetrefs to allow pointing
to a part of an asset inside an asset.
- Implemented asset storage synchronization on login to be able to refer
to assets using relative names or named storage specifiers on the server.
- Implemented a push-based asset update notification mechanism (e.g.
alongside HTTP storages) so clients automatically know to fetch the
newest version of an asset as soon as it is available.
- Implemented a text serialization mechanism ("serialized storage
strings") for systematically handling configuration for different types
of asset storages
- Implemented an asset discovery mechanism that synchronizes folders of
assets from a networked storage (e.g. using PROPFIND when over HTTP).
- Formalized the concept of an Empty asset: URL to fetch is known,
neither loaded or locally cached data is available.
- Formalized the concept of an Unloaded asset: URL to fetch is known,
data is available locally, but the contents are offloaded from (GPU)
memory.
- Added a null asset factory (e.g. for headless mode), and removed
several IsHeadless() checks sprinkled in hardcoded places.
- Deleted the decoding step of an asset transfer (decoding occurs on
asset load)
New math library (float2, float3, float4, float3x3, float3x4, float4x4, Quat)
- Automatically generated bindings instead of manual ones.
- Removed manually written Transform, Quaternion and Vector QScriptValue
bindings.
- Remove use of previous Irrlicht math code which lacked in features and
used inconsistent conventions
- Math objects for geometric computations, symmetric in C++ and QtScript.
(AABB, OBB, Sphere, Line, LineSegment, Ray, Triangle, Plane)
- Example preliminary documentation here
http://clb.demon.fi/dump/DocGenerator/
Reimplemented environment-related functionality.
- SkyX and HydraX integration.
- Deleted the use of Caelum altogether, replaced with SkyX (optionally).
- Deleted all badly structured EC_Skybox, EC_SkyDome, EC_SkyPlane,
Sky-templates.h.
- Deleted rotten EC_OgreEnvironment and EC_OgreSky.
- Reimplemented EC_Sky as a more generic attribute-based sky component
when SkyX is not used.
Avatar
- Implemented AvatarDescAsset and EC_Avatar to use the Asset API.
- Reimplemented avatar script as a more extensible way to allow extending
own animation playback and controlling which built-in behavior is used
and when.
- Simplified the mechanism how avatar description files refer to other
assets.
- Partially reimplemented the avatar editor against the mechanism.
- Removed object camera/tripod camera controls from the avatar script,
they need to be separate applications (or optionally removable).
- Deleted old EC_AvatarAppearance, EC_Controllable, EC_OpenSimAvatar
components and other obsolete avatar uploading functionality.
Reimplemented Console API
- Deleted the old ConsoleCommandStruct registration mechanism.
- Implemented console commands to operate directly on Qt slots.
- Moved FunctionInvoker to core to enable the above. Will be used for
entity actions as well in the future.
- Autocompletion suggestions.
- Enable browsing previously typed commands.
- Deleted MODULE_LOGGING_FUNCTIONS #define macros and reimplemented
logging via much simpler means.
- Deleted DEFINE_LOGGING_FUNCTIONS.
More robust asset support
- Implemented script-accessible modification functions for TextureAsset
(SetContents, SetContentsDrawText, SetContentsFill, QImage interop)
- Exposed OgreMaterialAsset material specifications for C++ and QtScripts.
- Reimplemented asset editors for textures, meshes, materials and
particle scripts, with syntax highlighting support.
- Added support for the handling of relative refs to ParticleAsset,
QtUiAsset, Script and OgreMaterialAssets.
- Implemented QtUiAsset::Instantiate() to be used over
UiApi::LoadFromFile wherever applicable.
New component factory mechanism
- Removed ComponentManager, DECLARE_EC and DECLARE_MODULE_EC.
- Deleted Foundation.h, IComponentRegistrar.h,
- Implemented a new simpler registrable component factory similar to
asset factories.
More robust component types
- Implemented EC_Material which allows replicated modification of
materials e.g. for animation purposes.
- Reimplemented EC_HoveringText with more features and control over how
text is generated. Removed hardcoded animation logic in the component
that is more flexibly implemented in scripts.
- Reimplemented EC_Highlight with attribute-based features.
- Improved EC_ParticleSystem to work with AssetRefListener.
- Renamed EC_OgreCamera to EC_Camera and filled it with utility functions
(GetMouseRay(), IsObjectVisible()) and attributes (up vector). Refactored
it to use the new math classes.
- Implemented isKinematic property for EC_Rigidbody.
- Switched convex hull generation code due to critical bugs in the
previous algorithm.
- Deleted PostProcessWidget. Improved EC_OgreCompositor to enable
asset-based compositors.
- Added a sample demo UI to bin/scenes/Compositor/ to showcase the
different compositors.
- Remove hashing from component type names to prepare for new optimized
sync protocol implementation.
- Reimplemented EC_Billboard to support attributes and AssetRefListener.
- Removed IComponent::IsSerializable() - all components are serializable.
Likely breaking changes
- Reimplemented and simplified EC_Placeable which had became a
inconsistent mess of random conveniency functions. Now math code is
properly handled in the new math classes instead of built-in into
EC_Placeable functions.
- Removed the use of hardcoded conversion scenenodes in the scene graph
to flip y<->z. Now all input data is used as-is without runtime
conversions. Reimplemented asset importers to not perform swap hacks.
- Core API function naming refactored to be more consistent in all classes.
- Deleted Entity::HasComponent. (just call Entity::GetComponent and test
for null).
- Deleted the excessive use of namespaces throughout the core API - they
aren't needed, and make code much more verbose than it needs to be.
- Deleted SceneAPI::GetSceneRaw.
- Deleted Entity::GetComponentRaw().
Refactored the core scene structure to support additional augmented scene
views of the core scene:
- OgreWorld contains the Ogre-specific data of the core scene
- PhysicsWorld contains the Bullet-specific data of the scene
- Users can register their own scenes, in case the
entity-component-attribute mechanism is limiting.
- Exposed to scripts as "scene.ogre." and "scene.physics." objects.
Operates as the primary interface of
both visibility- and physics -related scene queries for scripts.
- Implemented frustum-based visibility queries for scripts along the
raycast queries.
- Implemented OnEnterView and OnLeaveView -mechanisms to allow scripts
and plugins to implement visibility-based optimization on their script
logic.
Editor improvements
- Enabled changing entities' temporary status from Scene Structure window.
- Enabled changing entities' local/replicated status from Scene Structure
window.
- Enabled a dialog-based "..."-selection for assets in the EC editor
asset refs.
- Added "E"-button to ECEditor to open an asset in an asset ref to an
editor.
- Enable cloning assets from the editor.
- Show asset status in Assets window.
- Added "Do not alter asset references" option to scene import dialog,
which leaves relative asset refs intact.
Other API and misc. changes
- Added Entity::Clone()
- Deleted Renderer::RepaintUi().
- Added FunctionDialog for the Assets menu for accessing functions from
individual assets, providers and storages from the UI.
- Added IAssetStorage::Type()
- Removed Framework::GetModuleQObj with Framework::GetModuleByName,
exposed IModule to scripts.
- Added script access for specifying exact EC_AnimationController
animation timing parameters.
- Fixed EC_VolumeTrigger to actually work.
- Optimized OgreMaterialAsset clones to do a direct in-memory copy
instead of going through disk.
- Implemented a separate RedirectedPaintWidget for optimized Qt UI
blitting in certain cases.
- Fixed Profiler crashes and issues where it lost some profiling blocks.
- Deleted UiApi::AddWidgetToSceneRaw.
- Reimplemented the managing of important directory paths to centralized
functions:
- Application::SetCurrentWorkingDirectory().
- Application::CurrentWorkingDirectory()
- Application::InstallationDirectory()
- Application::UserDataDirectory()
- Application::UserDocumentsDirectory().
- Implemented and tested unicode support for path handling.
- Reimplemented all code to use the abovementioned folders instead of
assuming cwd is some specific directory, to prepare to run Tundra
in-process in a web browser plugin.
- Deleted AssetModule::AddHttpStorage and replaced it with a more generic
AssetModule::AddAssetStorage which uses serialized storage strings.
- Deleted poorly structured IAssetProvider::AddStorage, replaced by
serialized storage strings.
- Reimplemented frame-time limiter to sleep inside Qt's event loop
instead of the Ogre renderer.
- Implemented IAssetStorage::GetAllAssetRefs() to enable querying storage
contents.
- Fixed SceneManager entity ID allocation to return guaranteedly unique
IDs. Added runtime checks for known critical (but never yet seen) bugs in
SyncManager.
Input API improvements.
- Tied the setting of mouse cursor to InputContexts so that they get
cleaned up after contexts are deleted or overridden by priority, to avoid
commonly seen user bugs where an override is never cleared.
- Implemented InputAPI::MousePos.
- Reimplemented mouse double click handling in InputAPI, deleted related
test booleans.
- Treat input as being over Qt when mouse cursor is hidden
Entity parenting support.
- Implemented support for parenting entities to other entities or bones of
meshes.
- Implemented EntityReference attribute type.
- Added EC_Mesh::GetAvailableBones().
- Implemented script-accessible support for querying mesh bone transforms.
v1.0.8 - https://github.com/realXtend/naali/compare/tundra1.0.7...tundra1.0.8
------
- New Kinect, joystick and wiimote code. This is still experimental work but the supporting python code is now there. We are not yet shipping the needed DLLs but you are free to try on your own. We will ship the needed DLLs once the python code is working properly under windows.
- Code for ARModule: Simple support for augmented reality things. You can feed your reality camera feed to the background of the scene. The module also provides a simple EC that controls the depth/color buffer write for the entitys mesh. This module is not shipped (yet) with the installer. You can build it from sources if you want to experiment, ask more from Pforce on IRC.
- Code for MobilityModule: Utilizes QtModility to get information about battery state, connectivity etc. This information can be used for login in scripts. This module is not yet shipped, but you can build it from souces if you want to experiment. Will possibly ship for windows releases in the future when refined a bit, as this will be useful for laptops.
- Cave/StereoModule: Added new stereoscopy modes: Horizontal, Vertical and Checkboard. Also added functionality to flip the rendering on these modes.
- NullRenderer Ogre plugin: This plugin is used in headless mode (on windows only for now). Eliminates the need to have directx on server machines. Also loads the OgreRender module nicely without a remote GUI for a windows servers. This enables programs to start a tundra server on the desktop space without having a active remote to the server, also enables things like autorestarting on crashes if you want to implement something like this. The plugin will be enabled on linux aswell once tested properly there.
- EC_WebView: Added illuminating attribute to control the lighting of a webview texture. If enabled the material/texture is emissive (emitting light basically) so its readable also in dark conditions. Enabled by default.
- Avatar (simpleavatar.js) applications camera now evades obstables. Camera should not go outside of walls/obstacles so that you cannot see your avatar anymore. Supporting raycast functions added to OgreRenderer::Renderer.
- SlideSircle example scene got a lot of updates from therauli.
- OgreRenderer now prints what plugins it loads succesfully and also what rendering plugin it takes into use. Useful if you want to know if you are actually running dx or opengl etc.
- The "get back" buttons of object focus mode and freefly are now alot smaller and semi transparent so they wont hide the scene too much.
- EC_RigidBody: Added toggle functions for gravityEnabled for single entities. Added InterpolateUpwards function that forces the body not to flip over.
- EC_Placeable: More script exposing.
- IControlDevice: Added new interface for DevicesAPI that joysticks and other controller can utilise, has nice signals for control devices versus the plain IDevice.
- EC_LaserPointer: All lasers were tracking all clients, so it was a mess to use this. Also now hides the laser if you go on top of UI or outside the main window rect.
- Alt+Left Mouse Click on objects now focuses on the click position not the mesh origin.
- When going into object focus mode stop the avatar movement and rotation.
- EC_HoveringText: Fix couple crash bugs where image size was not validated before pushed to ogre.
v1.0.7 - https://github.com/realXtend/naali/compare/tundra1.0.6...tundra1.0.7
------
- New framework update logic that has a frame limiter that does not use thread sleep anymore. This will let Qt:s main loop breath a bit more resulting in more responsive ui and make rendering fps more steady. You can set the fps with start param --fpslimiter as usual.
- The in viewer web browser now has disk cache, disk icon database and cookie support to speed up browsing and to be more pleasant with cookies. The cache/cookie settings can be modified from the browser settings ui, they can both be also cleared from there.
- The in viewer web browser now has bookmark support. You can add, remove, edit and re-order your bookmarks. Accessed with the bookmark icon on the right side of browser toolbar.
- New DevicesAPI for registering and getting devices. The device can be anything, data the device emits to interesting parties can be anything that QVariant supports. See more from the http://realxtend.org/doxygen/device_api_page.html doxygen for examples.
- SceneInteract: Entity action 'MouseRelease' added when mouse press is released on the entity and 'MouseScroll' when mouse is scrolled on the entity.
- Object focus camera is back, can be used with Alt + left mouse click to object. Has UI to get back to last active camera.
- Avatar application adds a toggle freecam/avcam button to browser toolbar. Has UI button to show when you are in freecam mode and pressing button will return you to av cam.
- AssetCache will now more actively try to resolve if cache files are corrupted. Mainly happens on linux as its possible to open a file in write mode from more than one process. So cache files may have gotten corrupted if you were running multiple viewer/server instances that fetched same assets and accessed the asset cache.
v1.0.6 - https://github.com/realXtend/naali/compare/tundra1.0.5...tundra1.0.6
------
- New web browser like ui for the client. You can think of Tundra as a web browser that also has 3D rendering capabilities. There is one static tab for login if you are disconnected or for the 3D content if you are connected.
- You can jump to web tabs and have as many open as you like, both in disconnected and connected states. There is also a feature to set your home page, bookmarks will follow later. Basic idea is that tundra:// urls can be set as your home page, you can modify the browser settings to auto join the server too if youd like. You can also directly login to a world by writing tundra://server:port/?username=<your_name>[&protocol=udp/tcp] (inside [] is optional, it defaults to tcp) on any tab and it will connect to that world and jump to the 3D tab.
- There is a new content area for tools on the browser ui. When inworld you should notice there are two icons added there Scene and Assets, so you dont have to use Shift+S/A or the top menus to access them. Inworld scripts can also add their own actions there, so depending on the world you might have more tools available to you. When disconnected the world tools are always cleared from the ui. Brief example on how to add your tools at the end.
Please give me some feed back how you like the new browser like interface. For web tabs all modern web sites should work ok (using 4.7.1 QWebKit under the hood) and has flash support as well.
- New realxtend login portal. This utilizes our registered tundra:// protocol (currently only on windows). There are two ways it can be used 1) Login with your browser of choice (chrome/firefox/ie etc.), it will launch a Tundra client and login to the world. 2) Go to this page with your Tundra clients browser, do a login and it will connect to the world with your current client. Hosting for the actual Tundra servers is provided from Adminotech Ltd.
- Menu items have been arranged a bit better, there is a new sub menu called settings.
- Renderer settings are back and operational, this means ctrl+f will toggle full screen mode once again.
- New EC_ProxomityTrigger.
- New EC_LaserPointer.
- UiServiceInterface was removed. See more under JavaScript Breaking Changes.
- EC_Avatars attribute appearanceId renamed to appearanceRef. See more under JavaScript Breaking Changes.
- New module CameraInputModule that provides web camera input. Also a test app you can access in a client from "View -> Web Camera". See how to utilize this new webcam api from http://www.realxtend.org/doxygen/class_camera_input_module.html under Detailed Description.
- Post-processing settings are back in business. Accessed from menu View -> Post-prosessing.
- New python irc client. Toni can post specifics about this if interested on using it. You can eg. make a Tundra server report to a IRC channel when a user logged in or out.
v1.0.5 - https://github.com/realXtend/naali/compare/tundra1.0.4...tundra1.0.5
------
- Viewer executable now has --login support for URLs. Viewer is also registered to the operating system for handling tundra:// scheme URLs. Essentially means you can make tundra:// login links to websites and the browser will invoke Tundra viewer to login to the world with specified credentials and other data. See more details about usage from our doxygen http://www.realxtend.org/doxygen/runningnaali.html (will be updated to be there in the next 12h).
- EC_Sounce: Added a "Play on load" boolean attribute. Set this to true if you want the sound to start playing once its loaded via the asset system.
- class.jsl "library" is now available for Tundra JavaScripts for object orientated scripting. See more from http://ejohn.org/blog/simple-javascript-inheritance/
- Installer should now make better checks if directx9 is installed on the target machine.
- NaaliUI got renamed to UiAPI to be consistent with other API naming. UiProxyWidget moved from Interfaces under Ui (UiAPI) project.
- Audio got renamed to AudioAPI to be consistent with other API naming.
- TundaLogicModules Server class has now new getters for running servers port and protocol.
- The dialog for adding entities and assets got a small ui facelift to be consistent with our other framework windows.
- Fixed when .txml or .mesh drops would create local entities instead of replicated onces.
- Fixed jsmodules/startup/AutoServerStore.js script to function with the new SceneAPI.
- Removed double console printing from headless mode.
- Fixed physics slowdown when fps limit was defined for the mainloop/rendering.
v1.0.4 - https://github.com/realXtend/naali/compare/tundra1.0.2...tundra1.0.4
------
- New framework APIs: SceneAPI and ConfigAPI.
- New scene persistance script for Tundra server end users. Will load last content on startup to server and store current content on server stop. Is not enabled by default so server admins can enable it if they wish: look for jsmodules/startup/AutoServerStore.js in your install directory, read the documentation from the script.
Components Attribute metadata can now have designable boolean false. This makes the attribute not show in the editor/designer UI for the user. The attribute is still modifyable from code and will synchronize over network as before.
- New support for QSize, QSizeF, QPoint, QPointF as Attribute types. They will be replicated over network and who in the editor UI as you would expect.
- New EC_WebView entity component. This essentially replaces EC_3DCanvasSource with a better implementations. Features include: better preparing and rendering handling (no more grey textures on webview 3D objects), shared browsing where one user can take control of the browsing experience and his view will be synched to all clients (rendered both inworld and to their 2D preview. You need to have the components attribute 'interactive' to true and it will give you a context menu when clicked inworld to start shared browsing and showing the 2D widget.
- SceneInteract has been moved out of RexLogic to SceneAPI. Can be accessed from framwork->Scene()->GetSceneInteract(). Now give more data on EntityClicked signal: what mouse button was pressed and the raycast result data. Still accessible from javascript with "sceneinteract.Function()" like before.
- Improved handling on .txml scene drag and drop events. Tundra will now inspect all the scripts in the scene for additional dependencies. For the end user this is very nice as you dont have to manually copy assets that were not referenced in the actual .txml content.
- Avatar application in scenes/Avatar got 1st person mode, to enable it zoom in to the avatar untill you hit the mode. This avatar application is just a reference implementation, but is provided so people who want avatars in their worlds can go and drop the application in to their server. Note: you might have to relogin with client after you have applied the script to your world.
- QtUiAsset parser improvements.
- Many framework APIs renamed to be consistent. For example InputAPI and FrameAPI.
- Enhanced python script taiga2tundra for porting opensim style naali scene xml into tundra txml format. Useful for making the transition from taiga to tundra with existing content.
- Mumble session object has better script support for adding channels.
- Exposed NaaliApplication object (QApplication) from framework to scripts as "application".
- User interface windows for Scene Struct, Asset and Entity-Component editor got a facelift. Also their shorcuts shift+a/s/e will also now toggle visibility not just show.
- AssetAPI didn't always emit IAssetTransfer::Loaded() when the asset was in memory already. Manifested for many users with invisible avatars if you had multiple avatars with same appearance (like Jack).
- Drag and dropping .txml files from web did not put content to actual drop/raycast position after download.
- Mouse event propagition fix for OS X.
- Fixed bug where EC_InputMapper was not checking if KeyEvent was alredy handled before processing and sending it forward.
- Made Scene Struct, Asset and EC Editor windows mark their processed KeyEvents as handled. Fixed the bug where you would press shift+s/a and your avatar/camera would move.
v1.0.2
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- https://github.com/realXtend/naali/compare/tundra1.0.1...tundra1.0.2
v1.0.1
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- https://github.com/realXtend/naali/compare/1.0-preview...tundra1.0.1
v1.0-preview
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First public release. See https://github.com/realXtend/naali/tree/1.0-preview