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Releases: elnormous/ouzel

Version 0.30-alpha

01 Feb 18:16
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Changes in this release:

  • Added support for integer constant passing to shaders
  • Implemented configurable shader attributes (usage, data type, normalized)
  • Render hardware functionality is now moved to resource classes, so that they are released correctly on render thread
  • Renderer, so that frame is rendered only when render queue is filled
  • Now resources are uploaded as soon as possible, not only before they are used for rendering
  • Merged index and vertex buffers to a single buffer class
  • Added method to delete all resources from cache and each kind of resources
  • Moved index and vertex attributes to mesh buffer
  • Now OpenGL headers from Khronos registry are used
  • Lots of small bug fixes

Version 0.29-alpha

18 Jan 01:14
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Changes and new features in this release:

  • Implemented depth buffer for Direct3D 11 and Metal render targets
  • Implemented MSAA for Metal render targets
  • Implemented menu navigation with keyboard and gamepad
  • Implemented separate colors for each GUI button's state
  • Implemented openURL for all platforms where an URL opening is supported (Windows, macOS, Linux, iOS, tvOS, Android and Emscripten)
  • Remade the graphics resource update mechanism by always updating them if they are dirty
  • Avoid bugs by implement resource locking while uploading them to GPU thread
  • Unified Texture and RenderTarget classes
  • Added setter for texture size
  • Store Node's AABB as 3D bounding box
  • Implemented Linux window closing
  • Not rendering children of hidden nodes anymore
  • Exit the update thread on Windows correctly, so that the app is not left hanging in memory
  • Correctly resize macOS window on fullscreen state change
  • Lots of other fixes to Direct3D, Metal and OpenGL renderers like buffer recreation and texture filtering

Version 0.28-alpha

03 Jan 02:18
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Version 0.28-alpha Pre-release
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Changes and new features in this release:

  • Depth buffer and depth test support for all the renderers and platforms
  • Implemented MSAA for Android, Raspbian and Emscripten
  • Fixed MSAA for Direct3D 11 renderer
  • Added OBF (Ouzel binary format) encoder and decoder
  • Inverted text drawable's anchor to match the engine's y-up axis
  • Retina display is now supported on iOS and tvOS with Metal renderer
  • Fixed bilinear and trilinear texture filter for OpenGL

Version 0.27-alpha

23 Dec 18:06
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Version 0.27-alpha Pre-release
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This release contains the following new features and bug fixes:

  • Perspective projection for camera
  • Mipmapped fonts
  • Mouse position setter
  • 3D rotation using quaternions and 3D scale for Nodes
  • Implement third dimension for shake, move, rotate and scale animators
  • ShapeDrawable can now draw polygons
  • Fixed for Android mesh buffer rendering
  • Refactored and easier to use Log class
  • Fix for hidden node update and transform recalculation
  • Removed OpenGL render target flip and implemented renderer transform matrix

Version 0.26-alpha

15 Nov 01:26
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Version 0.26-alpha Pre-release
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This release brings the following new features and fixes:

  • Removed shared_ptr's from Scene classes, now user is responsible for the memory
  • Removed utfcpp dependency and include UTF-8 utility methods
  • Added previous mouse position to mouse events and touch ID to touch events
  • Added z coordinate to Node's position
  • Added BMFont cache
  • Added bundle for macOS samples app
  • Lots of small bug and memory leak fixes and performance improvements

Version 0.25-alpha

16 Oct 00:42
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Version 0.25-alpha Pre-release
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This release brings the following new features and fixes:

  • Added support macOS retina display and added resolution change event
  • Implemented borderless-window fullscreen on Windows
  • Now picking is being done by traversing the whole scene, so it is possible to pick nodes outside of the screen
  • Implemented multi-line text rendering
  • Every camera can have it's own render target now
  • Implemented simultaneous side-by-side viewport support
  • Added ndk-build step to Android ant build script
  • Implemented cursor hiding on Linux
  • Fixed node animation updates, so that every animations is being updated only once
  • Fixed camera viewport size calculation and object clipping
  • Removed camera zoom attribute and implemented camera scaling
  • Added cullDisabled flag to Node to never clip it
  • Fixed update handler priority
  • Totally remade logging system, so now it is easier to use and has a syntax similar to STL streams
  • Added color constants for common colors (black, red, magenta, green, cyan, blue, yellow, white)
  • Fixed macOS app exit when in fullscreen
  • Renamed Windows/command key to super key
  • Replaced all the lists with vectors thus improving the performance

Version 0.24-alpha

24 Sep 23:04
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Version 0.24-alpha Pre-release
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New features and fixes in this release:

  1. Emscripten backend support (see the samples here: http://www.ouzelengine.org/samples/)
  2. Add support for NONE renderer and audio driver to all platforms
  3. UTF-8 text rendering support
  4. Support for XAudio 2 on Windows 7
  5. Separate mesh buffer into separate index and vertex buffers
  6. Increase OpenGL upload performance by using glMapBuffer where possible
  7. Touch support on Windows
  8. Menus don't react to input if they are not visible anymore
  9. Fullscreen window support on Windows fixed
  10. Lots of other small fixes and improvements

Version 0.23-alpha

06 Sep 18:42
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Version 0.23-alpha Pre-release
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New features and bug fixes:

  • OpenGL MSAA support for for Mac, tvOS and iOS
  • Shader compilation without locking the game thread
  • NPOT mip-map support for OpenGL ES 2 devices that support them and OpenGL ES 3
  • GPU resource upload improvements by using double buffering
  • Wireframe rendering mode (supported by Metal, Direct3D 11 and OpenGL, but not OpenGL ES)
  • Log level system
  • Direct3D11 debug mode is enabled in debug build
  • Lots of small bug fixes, improvements and new features like home directory getter for Linux, GUI interaction with touch, loaded sprite frame cache, absolute path check on Windows and TextDrawable optimizations

Version 0.22-alpha

26 Aug 23:18
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Version 0.22-alpha Pre-release
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This version contains the following changes and new features:

  • Debug target in Makefile
  • Offset attribute for Sprite drawable
  • Method for picking all nodes at a given point
  • No audio or graphics driver support for applications with no sound or graphics
  • Fix screenshot capture from game thread
  • Drawable renamed to Component
  • V-sync support on Raspbian
  • Menu navigation with keyboard
  • Bug fixes and improvements for OpenGL mesh buffer rendering
  • Improved performance by filling the draw queue only when needed
  • Removed global z order attribute from Node class
  • Fullscreen support on Linux
  • Lots of other bug fixes and performance improvements

Version 0.21-alpha

11 Aug 02:24
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Version 0.21-alpha Pre-release
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New features and bug fixes in this release:

  • This version brings complete rendering overhaul, now rendering and game updating is being done in separate threads
  • OpenGL screenshot capture fix
  • Direct3D screenshot capture fix when MSAA is enabled
  • Ability to parse .wav and .mo files on big endian machines
  • Fixed event handler iteration
  • Added finish handler to animators and particle systems
  • Utility for getting temporary directory on Mac, Windows and Linux
  • OpenAL support on Linux
  • Engine is now paused if the main window becomes inactive
  • Ability to play sprites backwards and set current frame
  • Lots of fixed bugs in Direct3D 11, Metal and OpenGL renderers
  • Accumulated FPS calculator
  • Optimized TextDrawable and ShapeDrawable (ex DebugDrawable)