Note: imgui is not included - workaround
- Main
- Compile Remotery.c as cpp-file
- Fixed wrong material name in ManualObjectSection
- InstanceBatch: Initialize frame number in constructor.
- Revert "OgreResourceBackgroundQueue: disable when OGRE_THREAD_SUPPORT == 3"
- remaining fixes for OGRE_CONFIG_DOUBLE
- add converting constructors to Matrix4 and Affine3 + Test
- AutoParamDataSource - use Vector4f, when float precision is enough
- Camera - add #ifdef NODELESS_POSITIONING
- Camera - simplify with nodeless positioning enabled
- deprecate AtomicScalar
- deprecate OgreVector2.h, OgreVector3.h and OgreVector4.h
- fixed inability to properly parse 'import "longQuotedFilename"'
- further reorder fields to reduce padding
- GpuProgram - add safePrepare to account for throwing overloads
- GpuProgram - move reading from file to prepare
- GpuProgramParams - use typed overloads for Vector4 float & double
- Lexer - do not repeat the filename in each ScriptToken
- Light - add #ifdef NODELESS_POSITIONING
- make sure directional lights are always sorted in front
- make TransfromBase compatible when T is not Real
- merge HighLevelGpuProgram::loadHighLevel with GpuProgram::loadImpl
- move CmdPreprocessorDefines to HighLevelGpuProgram
- replace in memory spot_shadow_fade.png by on disk .dds file
- Resource::calculateSize - use sizeof(*this)
- SceneManager - move destroyShadowTextures to clearScene
- ScriptCompiler - avoid vector of SharedPtr
- ScriptCompiler - deprecate unused internal API
- ScriptCompiler - throw error on invalid import statements
- ScriptLexer - get rid of Ptr to vector antipattern
- ScriptLexer - only record lexeme when type is not sufficient
- ScriptParser - factor out unquoted function
- ScriptTranslator - unify GpuProgram translation
- ShadowRenderer - bind shadow texture to correct Pass with RTSS
- ShadowRenderer - fix spot shadow fade with the RTSS
- slightly refactor shadowrenderer
- switch internal HighLevelGpuProgramFactory API to GpuProgram*
- TextureManager - assert that total texture size is not zero
- UnifiedHighLevelProgram - allow delegating to low-level programs
- Node - make getLocalAxes more numerically stable
- Matrix3 - make several functions inline for re-use and refactor
- Bites
- add keypad key support for Dear ImGui.
- map Dear ImGui to SDL_TEXTINPUT for correct text character processing.
- Move check for Xaw to Bites.
- CMake
- expose OGRE_NODELESS_POSITIONING
- disable imgui, if it is not found out and add nodeless to summary
- Make OGRE_BUILD_TESTS depend on Ogre Bites.
- RTTS - drop separation between core and ext shaders
- Overlays
- imgui - correctly handle RGB > BGR conversion for D3D9
- restore script loading hack to allow re-loading groups
- RTSS
- FFPLib - add missing FFP_Transform variant
- fix linear skinning shaders and replace existing sample by them
- HarwareSkinning - only include light calculations when needed
- LinearSkinning - add missing normal transformation
- make hardware skinning work with GLES3+
- properly handle uniform arrays of non square matrices
- Texturing - switch back to inspecting srcPass
- Texturing - use ACT_TEXTURE_VIEWPROJ_MATRIX for projection matrix
- use the RTSS to generate Hardware Skinning shadow caster shaders
- use uint4 for BLENDINDICES for HLSL4 compatibility
- D3D9/ D3D11: allow background shader compilation in prepare()
- D3D11
- HLSL - drop shared_ptr juggling and remove according hack in Main
- make sure PF_RGB correctly falls back to PF_XRGB instead of RGBA
- Switched ID3D11DeviceContext::ClearState and ID3D11DeviceContext::Flush as recommend by Microsoft.
- D3D9: retain monitorIndex of the "Rendering Device" config option
- GL*
- delete background contexts before destroying the HBM
- fix uploading sampler array uniforms
- Non-square matrices are always row-major in Ogre with no
conversion, so force off transposition.
- GL
- explicitly convert matrices to float for OGRE_CONFIG_DOUBLE
- fix crash & error due to type mismatch
- get rid of GLSLGpuProgram and consolidate GLSL code in GLSupport
- GLSupport
- add the 'externalGLControl' option to Cocoa render windows
- factor out common GLWindow class
- move background context registration to GLRenderSystemCommon
- Docs: add background resource loading tutorial
- Basic Tutorial 2 - use additive lighting
- improve VTF section
- manual - improve GPU Program documentation
- Manual - slightly improve Shadows section
- Manual: document GLSL non-square matrix translation behavior
- RTSS - add hardware_skinning section
- update License.md - added pugixml, dropped nedmalloc
- Samples
- add clarifying comment when using the ImGuiOverlay() in custom apps (#1333)
- Do not build demo installer when SampleBrowser is disabled
- BumpMapping - use HLSL instead of Cg
- clean up Shadows sample
- do not build imgui sample, if it is disabled
- drop obsolete HadwareSkinning materials & shaders
- enable Fresnel Sample for D3D11 by using HLSL instead of Cg
- fix depth shadow caster for HLSL4
- OffsetMapping - finalize cleanup and fix multilight setting
- OffsetMapping - use HLSL instead of Cg and simplify material
- Browser - improve UI layout on Mobile
- Tests
- PlayPen - port to nodeless positioning by using helper class
- unify glow shaders