Irrlicht 1.6.1 released

Irrlicht is now available in version 1.6.1. This version contains a lot of bugfixes and corrections, happy downloading!

I also released a new CopperCube version today which is interesting for some people also using Irrlicht: It can export to Irrlicht .irr scenes now:

irrlicht scenes exported in coppercube

A lot of people requested this feature, and here it is, although it could be still improved of course (and being the first release, it probably still has a few bugs). The exporter has been written so that it should work with multiple Irrlicht versions. Additionally, you can now edit Irrlicht scene node properties and materials inside CopperCube:

I named all the new Irrlicht related parts in CopperCube 'irrEdit', because that's what it is: Parts of irrEdit integrated into CopperCube.
And here is the final test, one of the CopperCube examples exported as .irr file and loaded with the new Irrlicht 1.6.1:

You can download CopperCube 1.1.3 and Irrlicht 1.6.1 right now.
Feedback is always welcome, of course.

eight comments, already:

However i’m waiting for the official release with official IphoneDevice support, actually i’m working with the ogl-es branch but it’s a bit problematic working with touch controls :)
garixi () - 13 01 10 - 17:15

How about the tons of plugins I wrote for IrrEdit? Is (or will) it possible to use them with CopperCube?
Brainsaw (link) - 14 01 10 - 07:46

Currently not. But could be in the near future. (Also depends on if your plugins are .dlls or Squirrel scripts)
niko - 14 01 10 - 10:15

Where is the change list for 1.6.1?
Beergoggles - 14 01 10 - 21:31

I am using plugin dlls. It’s so easy to create plugins for IrrEdit that I currently have a whole bunch of those. This way I can do a lot of configuration for the levels of my game in the editor and don’t have to touch the actual code.
Brainsaw (link) - 15 01 10 - 07:19

@beergoggles: it’s in the sdk. Details:
– Fix pingpong for CSceneNodeAnimatorFlyStraight (found by gbox)

– Fix bug with IGUIEditBox where the cursor position is reset on text change.

– Make sure the window top-left corner on Windows is not negative on start so that Windows sytem-menu is always visible.

– Fix problem that the window did sometimes not get the keyboard focus in X11 in fullscreen. Add more debug output in case focus grabbing goes wrong.

– Fix screensize in videodriver when we didn’t get the requested window size. This also prevents that gui-clicks are no longer synchronized with gui-drawing and elements can’t be hit anymore.

– Bugfix: Prevent a crash when getTypeName was called for the guienvironment. EGUIET_ELEMENT got changed for this.

– Bugfix: Horizontal centered font with linebreaks draw now all lines. For example multiline TextSceneNodes work again.

– Bugfix: spinbox can no longer get in an endless loop due to floating point rounding error (found by slavik262)

– !!API change!! Disabled AntiAliasing of Lines in material default
Please enable this manually per material when sure that it won’t lead to SW rendering.

– IGUIComboBox: clicking on the statictext displaying the active selection does now close and open listbox correctly. (Bug found by Reiko)

– Scrollbuttons in IGUITabControl adapt now to tab-height.

– Fix texturing of cylinder mesh

– Fix modal dialog position (found by LoneBoco:

– Fix DMF loading

– Fixing left+right special keys (ctrl, shift, alt) on Win32 (thanks to pc0de for good patch-ideas).

– Make stringarrays for enums in IGUISkin a little safer

– Add support for keys KEY_PRINT, KEY_HOME (on numpad) and KEY_NUMLOCK on Linux.

– Fix material handling in createMeshWith1TCoords

– Fix another (OldValue == NewValue) before drop()/grap(), this time in CTextureAttribute::setTexture.

– Fix LIGHTMAP_LIGHTING for D3D drivers.

– AntiAliasing disabled for debug render elements.

– Bugfix: CGUIToolBar::addButton does no longer mess up when no image is set and does now actually work with the text.

– Fix ninja animation range which got messed up a little when b3d animations got fixed (thx gbox for finding)
niko - 15 01 10 - 08:15

@brainsaw: ah, I understand. Let’s see, maybe I can enable binary plugins again as well.
niko - 15 01 10 - 08:15

Thanks! I though it might be there, but didn’t have time to download the SDK to find out.
Beergoggles - 16 01 10 - 14:18

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