2006-01-22 23:15:05 UTC
I decided to do things a bit differently this time. Usually, I spend the early part of each release cycle implementing new features, then spend the last part fixing bugs. That gives plenty of time for people to find bugs in the new features, but it means that fixing bugs in existing features often gets shortchanged. So this time, I decided to spend a good while just fixing bugs at the very beginning. Then I decided, since I'd fixed a lot of things, I might as well go ahead and release it as 2.2.1. So:
http://aoi.sourceforge.net/aoi221beta.zip
http://aoi.sourceforge.net/aoisrc221beta.zip
It might be more accurate to describe this as a release candidate rather than a beta. I think it's really ready to go, but I want to give everyone a chance to try it out and make sure I didn't break anything while fixing bugs. If no one finds anything serious in the next week, I'll go ahead and make it an official release.
Here are a few things to particularly keep an eye on:
I spent quite a while working on boolean modelling, and I think it's more robust than it used to be. There may still be cases where it fails (let me know if you find any!), but hopefully a lot fewer. So give it a try.
I've changed how it calculates normals for triangle meshes. It now uses a method suggested by John Burak, where the normals of faces surrounding a vertex are weighted by angle. This should produce more consistent normals. In particular, the normal vector at a vertex now depends only on the shape of the surface, not on how the surface is triangulated. But keep an eye out for any problems arising from this.
I've reimplemented how key presses in the main window get handled. In theory, everything should work exactly the same as it did before (except without a bug that caused key presses to sometimes get ignored), but watch for any strange behavior here.
There are lots of other bug fixes, and I'll be going through the bug tracker and marking reports as "pending" to show they're fixed in 2.2.1. So give it a try, and let me know how it works!
Peter