- Main
- AnimationStateControllerValue - add create() and addTime option
- Controller - add static ::create() member to Function & Value
- DeflateStream - Avoid assert when read is satisfied by cache
- DeflateStream - call destroy[ZStream] in close()
- Fixed memory leak in MemoryDataStream.
- fix various warnings/ issues discovered by clang analyzer
- GpuProgramParametersSharedPtr -> const GpuProgramParametersPtr&
- handle empty resources - throw in RGM and return false in Archive
- Math - deprecate intersects(.. list ..)
- Math - move simple function definitions to header
- Math - typedef RayTestResult and inline some ::intersect funcs
- Node::DebugRenderable - draw over existing geometry
- Plane - move all definitions to header to allow inlining
- RESOURCE_GROUP_NAMEs should be the same regardless of STRICT_MODE
- Root - fix shutdown() after oneTimePostWindowInit() was called
- TextureUnitState::setBlank - restore pre 1.11 semantics
- unify handling of blank textures
- CMake
- Dependencies - switch to upstream zzip
- install swig interfaces for consumption by external modules
- RTSS
- add option to use energy preserving blinn-phong reflectance
- ShaderProgram - allow preprocessor defines
- Bites
- ApplicationContext - add public getFSLayer
- ApplicationContext - call Root::saveConfig() after shutdown()
- CameraMan - add setPivotOffset for manual offset control
- Input - corrected the SDLK_PAGEDOWN value (#989)
- Input - forward MouseButtonEvent::clicks
- OgreCameraMan - allow disabling fixed camera yaw
- add hacky workaround for black window on OSX
- Terrain
- checkQuadIntersection - drop superficial normalization
- speed up getHeightAtTerrainPosition
- SWIG
- add C# bindings component
- wrap AnimationStateMap
- wrap Ogre::TRect
- wrap RaySceneQueryResult
- wrap RenderTarget::FrameStats
- Python: add version module version number
- GL*: fix various issues discovered by clang analyzer
- GLSupport: fix GLXWindow::resize for non-toplevel windows
- D3D11: also use _getTextureBindFlags for 3D textures
- GLES2: fix building with hlsl2glsl
- D3D9
- do not crash when moving window to the second screen
- drop actually unsupported RSC_AUTOMIPMAP_COMPRESSED
- we must use TU_DYNAMIC for mipmap generation on D3D9Ex
- Docs: Manual - improve references/ formatting in Animation chapter
- Samples
- Android - merge both samples into single project/ directory
- correct (lower) shader requirements of terrain related samples
- InstancedViewports - fix GLSL using preprocessor defines