Andorra 2D - Version 0.4.5.1 Changelogs
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[*] XML-Library destroyed XML files when saving
[*] AdSetupDialog didnt work on Linux
[*] Acinerella header didnt work on Linux
[*] Fixed bug in AdCanvas.TAdCanvasLine.Generate that caused two-point lines to be drawn incorrectly
[*] Removed usage of TThread.Suspend in TAdVideoTexture
[+] Added TAdBezierSpline class
[+] Improved Ad3DObj.pas
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[+] Added TAdTeaspoonMesh
[+] Added TAdTeacupMesh
[+] Added TAdPlaneMesh
Andorra 2D - Version 0.4.5 changelog
Andorra 2D-Core:
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[*] Fixed TA2DBitmap.Pixels property
[*] Fixed critical bug in the float functions of the XML-Library
[*] Fixed Initialization/Finalization methods of TAdDraw
[*] Fixed serious bug in TAdImageSpriteEx sprite wasnt ever drawn if it was created outside the sprite engine boundaries.
[*] Fixed the Ad3dObj.pas
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[+] Added TAdCubeMesh class
[+] Added TAdTeapotMesh class
[*] Improved video module
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[+] Added support for multiple streams
[+] Added Acinerella support
[+] Added so called MediaHandler-Classes that cope with handling the video/audio streams
[+] Added internal PNG-Loader (many thanks to Manuel Eberl - this loader is still a bit buggy and not recommended for use in your applications)
[+] Added MaximumFrameRate-Property to TAdPerformanceCounter, that allows to limit the frame rate to a specific value and save CPU-Workload and energy
[+] Added a new class to TAdVCLFormats, that allows Delphi to load all image formats that are registered in Andorra 2D
[+] Added buffer classes and functions (AdBuffers.pas), which make the XML-loader and the Deflate-decompressor much faster
[+] Added dithering effect to AdBitmapEffects.pas
[+] Added 3DNow! optimizations to AdMath.pas (Still nearly untested. Please report if Andorra 2D works on 3DNow! capable processors.)
[+] Added a new unit AdConst.pas that contains over 300 color constants as 32 and 24-Bit value
[+] Added a memory mapped bitmap (TAd2DMemoryBitmap)
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[*] Video interface got a bit faster
[-] Removed AdApps.pas, AdJPEG.pas
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[*] Improved particle editor
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[*] Made OpenGL run on older hardware again.
[*] Fixed OpenGL/DirectX light handling
- There may be problems with some graphics drivers when using Linux
- TAdVideoTexture.Loop doesnt work
Andorra 2D - Version 0.4 changelog
Andorra 2D-Core:
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[+] Added Shader system
[*] Rewrote particle system
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[+] Particle data is written to XML
[+] Flexible class hierarchy
[*] Up to five times faster
[*] Most particle coefficients have a start and an end value now
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[+] Multi-Threaded
[+] Uses one single mesh
[+] Capable of using point sprites
[*] Fixed bugs regarding window frameworks, made them less complex
[+] Added SDL-Windowframework support (AdSDLWindow.pas)
[+] Added hardware 2D-Collision detection system (although it doesnt work as fast as I imagined - requires newest OpenGL-Driver/DirectX-9 compatible graphic board)
[+] Added native, non-VCL, TGA-Support (thanks to Manuel Eberl), simply include AdTGA.pas
[+] Added native, non-VCL, BMP-Support, simply include AdBMP.pas
[+] Added package support Andorra 2D is able to read data directly from .tar.gzip files (thanks to Manuel Eberl)
[*] Rewrote setup dialog
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[+] Runs with both: Delphi and Lazarus now
[+] Parses graphic plugin settings
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[*] TAdDraw is the main surface
[*] TAdTextureSurface is an off-screen surface
[*] Bugfix: FreeImage works on Linux now (thanks to Nikolai Wyderka) wrong calling convention and function names in the FreeImage header
[*] Bugfix: Removed overflow/underflow problem in AdContainers.pas
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[+] Added a few new components to the GUI system
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[+] TAdTrackBar
[+] TAdScrollbar
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[*] Rewrote particle editor
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[*] Rewrote light system
[-] Removed light objects from the core engine
[*] Rewrote graphic plugin settings system
[*] All settings that have to be done before initialization are exported to the host application
[+] Shader support
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[+] Added Cg-Shader plugin to the graphic plugins
[+] Added HLSL-Shader support to the DirectX plugin (HLSL and Cg language are compatible)
[+] Added occlusion culling support to the graphic plugin
[+] Added stencil buffer support
[+] Added bmSub blendmode
[*] Bugfix: OpenGL plugin takes care of the "TAdMesh.PrimitiveCount" property now
...and of course everything I forgot to list here...