Hello, simulator_gazebo-1.1.0 has been released into latest. This is a development release it is recommended for users to keep using the 1.0 branch in boxturtle. If you are wondering see http://www.ros.org/wiki/StackVersionPolicy The primary motivation of this release is a major rework of Gazebo's underlying data structures (THANKS to Nate for his hard work in making this happen!). With this release, we are again near the latest svn revision of the Gazebo project. Some of the changes include: - loading of visual or collision mesh using assimp (enabling collada .dae meshes, no kinematics yet). - major rework of the physics portion to allow users the option of using Bullet or ODE as the physics/constraint solver. Though expect debugged/working worlds with very simple setups only when using Bullet at this time. - support GPU shader (experimental per pixel lighting, normal maps for Ogre 1.7). - gazebo::Body updates using callbacks. - some gui interface improvements: - you'll have to hold on to the control key while mouse-click-drag to modify Model pose or external forces on Bodies, other wise mouse-click-drag simply adjusts view camera pose. - Model list and information now on the left side of the gui window. pr2_simulator 1.0.2 release allows for compatibility with simulator_gazebo 1.1. In particular, macro gates such as: #if GAZEBO_MAJOR_VERSION == 0 && GAZEBO_MINOR_VERSION >= 10 sim_start_ = Simulator::Instance()->GetSimTime().Double(); #else sim_start_ = Simulator::Instance()->GetSimTime(); #endif allowing the plugin codes to be compatible with both simulator_gazebo pre-1.1 and 1.1 release. If you are interested in the details feel free to take a look at the code. Feedback is always appreciated. John For the full changelist see http://www.ros.org/wiki/simulator_gazebo/ChangeList and http://www.ros.org/wiki/pr2_simulator/ChangeList