We've been hard at work at new features and improvements to delta3d. One feature that's coming together for 2.9 is a Hierarchy Editor. That's not the official name, but it allows one to edit both an OSG scenegraph and the delta3d actor tree. Here are a few screenshots in STAGE. It's in the works on the REL2.9_Qt5 branch.
The dependency packages on SourceForge were updated yesterday with the OpenSceneGraph 3.4 release, in addition we have integrated a fork of Bullet 2.83.x that adds support for multithreading. We have been doing a lot of work with the Dreamworks Open Voxel Database (OpenVDB). We will soon be adding Threading Building Blocks (TBB), OpenEXR, and OpenVDB to all the dependency packages along with some new examples on how to use them. For VS 2013 users who did not have GDAL in the last dependency package that problem is resolved and PAL has been updated to the latest trunk version with improvements to performance, joints, and motors.
Precompiled packages of the updated dependencies for various platforms will be uploaded gradually over the next few days.
There are completed OS X dependencies, but there is a major bug with precompiled mipmaps in textures in OpenSceneGraph > ~3.3.7. I can make all the the delta3d examples work by modifying the DDS and IVE plugins to throw away the MipMaps, but I'm going to wait a bit longer to see there is another solution.
All the decorations are put away, the kids are back to school, and I'm clearing the cobwebs out of my head...
That means it's time to bid you: Happy New Year! All us on the delta3d team wish you a prosperous, healthy and fulfilling 2015!
We've been working quite a lot of code refactoring on the delta3d trunk, along with removing old classes, functions, and duplicate functionality. We plan to do a lot more of that over the coming year and to spend time improving the Director Flow Programming tool with new functionality and design improvements.
The trunk already has updates to dtPhysics to allow creation of complex jointed bodies in STAGE. The visual editing of the bodies and joints is not yet finished, but property and runtime functionality works.
We haven't received any new bugs reports for the 2.8 release candidate, though we continue to fix minor issues in it. It's been in release candidate for a while now, so what's there should be considered stable. If nothing comes up soon, we'll just stamp it final.
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