After a period of extended hiatus - with both me and Ismail being AWOL - at least I is back in the Ogitor programming saddle.
Angelscript now works on all platforms, including 64-bit Linux!

It has taken far, far longer than anticipated to get it to work, but it does now - what a relief!
Since we are working against Ogre 1.9, Ogitor wasn't able to load old Ogitor scenes containing terrain (and most Ogitor projects does feature terrain), and that was a major show-stopper for us.

Luckily, Ismail appeared out of the blue and wrote a plugin to convert binary terrain files from Ogre 1.8 to Ogre 1.9!
So now older projects will be converted in a smooth fashion.
We also added the option to load projects directly from the file system, as opposed to the (now) default compressed OFS format.
(Read: WAD for Ogitor).
That should give people the flexibility they want.

Ogitor now supports 4 camera polygon modes:
TEXTURED
SHADED
HIDDEN_LINE
WIREFRAME
Instead of the 3 'normal' polygon modes: solid, wireframe and points.
I mean: who uses points, ever?

Finally, we have plans for the future.
Or, rather: I do have plans for the future of Ogitor.
Currently, I am the only active Ogitor developer - besides Ismail, who fixes things on and off - but I hope to get either more Ogitor developers (nudge, nudge

The plans?
Well..
What would you say to having a multi-user editing environment?
With an extensive, and battle-tested scene format, which includes physics, sound and scripting?
With a scripting system so rich that entire plugins, even modules, could be written for Ogitor in nothing but QScript?
With nothing to compile. Sounds great, right?
Imagine having an editor which you can launch in game mode, or engage in MMOSE (Massively Multieditor Online Scene Editing) ?

Kidding aside, I think that Ogitor in order to progress further, needs a solid platform to build on.
The code could be more modular, and we can't code everything ourselves.
Which is why we are talking to people from RealXtend about their Tundra framework/platform.
So, the plan (my plan at the moment), would be to fit Ogitor into an editing plugin module for Tundra.
While still having the freedom to do our thing.

They have a great asset system, a module/plugin framework, scripting, physics and a very cool entity component framework!
And, of course: they're using Ogre too.
If you're interested in learning more, look here:
http://forum.ogitor.org/viewtopic.php?f=3&t=1122
If you don't want to read me ranting, skip to the end of the topic where it gets interesting!
And, of course, here:
http://realxtend.org/
I am thinking that maybe Ogitor 0.8 would be based on Tundra.

That leaves us with 0.6 and 0.7 which are based on the 'old' Ogitor code base.
Ogitor 0.5 is going to be maintained for as long as there are users using Ogre 1.9.
We have plans to put out the first RC in a months time.
In the mean time, we'll be busy killing bugs and making Ogitor 0.5 the best Ogitor release ever.
