axmol/docs/RELEASE_NOTES.md

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# cocos2d-x v3.4 Release Notes #
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**Table of Contents** *generated with [DocToc](http://doctoc.herokuapp.com/)*
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- [cocos2d-x v3.3 Release Notes](#)
- [Misc Information](#)
- [Requirements](#)
- [Runtime Requirements](#)
- [Compiler Requirements](#)
- [How to run tests](#)
- [Mac OSX & iOS](#)
- [Android](#)
- [Windows](#)
- [Linux](#)
- [How to start a new game](#)
- [v3.3](#)
- [v3.3rc2](#)
- [Highlights of v3.3rc2](#)
- [Notes of v3.3rc1](#)
- [v3.3rc1](#)
- [Highlights of v3.3rc1](#)
- [Notes of v3.3rc0](#)
- [v3.3rc0](#)
- [Highlights of v3.3rc0](#)
- [Features in detail](#)
- [Light](#)
- [Spine runtime](#)
- [AssetsManagerEx](#)
- [Application::openURL](#)
- [ClippingRectangleNode](#)
- [Facebook platform support](#)
- [v3.3beta0](#)
- [Highlights of v3.3beta0](#)
- [Features in detail](#)
- [BillBoard](#)
- [Triangles command](#)
- [WebView](#)
- [New audio](#)
- [v3.3alpha0](#)
- [Highlights of v3.3alpha0](#)
- [Features in detail](#)
- [Camera](#)
- [Reskin](#)
- [Attachment](#)
- [Better support for FBX](#)
- [New fbx-conv](#)
- [AABB, OBB and Ray](#)
- [ui::Scale9Sprite](#)
- [c++11 random support](#)
- [RenderTexture save function](#)
- [Primitive](#)
- [Consistent way to set GL context attributes](#)
- [Only two libraries left](#)
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# Misc Information
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* Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.3/CHANGELOG
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* v3.0 Release Notes can be found here: [v3.0 Release Notes](https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0/docs/RELEASE_NOTES.md)
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# Requirements
## Runtime Requirements
* Android 2.3 or newer
* iOS 5.0 or newer
* OS X 10.7 or newer
* Windows 7 or newer
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* Windows Phone 8 or newer
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* Linux Ubuntu 14.04 or newer
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## Compiler Requirements
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* Xcode 5.1 or newer for iOS or Mac
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* gcc 4.9 or newer for Linux
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* ndk-r10c for Android
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* Visual Studio 2012 or newer for Windows (win32)
* Visual Studio 2012 or newer for Windows Phone 8
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## How to run tests
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### Mac OSX & iOS
* Enter `cocos2d-x/build` folder, open `cocos2d_test.xcodeproj`
* Select `iOS` or `OS X` target in scheme toolbar
* Click `run` button
### Android
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You can run the samples...
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**Using command line:**
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$ cd cocos2d-x
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$ ./setup.py
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$ cd build
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$ ./android-build.py cpp-empty-test -p 10
$ adb install cocos2d-x/tests/cpp-empty-test/proj.android/bin/CppEmptyTest-debug.apk
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Then click item on Android device to run tests. Available value of `-p` is the API level, cocos2d-x supports from level 10.
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**Using Eclipse:**
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$ cd cocos2d-x
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$ ./setup.py
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$ cd build
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$ ./android-build.py cpp-empty-test -p 10
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Then
* Import cocos2d-x Android project into Eclipse, the path used to import is `cocos/2d/platform/android`
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* Import `cpp-empty-test` Android project into Eclipse, the path used to import is `tests/cpp-empty-test/proj.android`
* Build `cpp-empty-test` Android project and run
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### Windows
* Enter `cocos2d-x/build`, and open `cocos2d-win32.vs2012.sln`
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* Select `cpp-empty-test` as running target
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* Click run button
### Linux
$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cd ../..
Then
$ mkdir build
$ cd build
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$ cmake ../cocos2d-x
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$ make -j4
Run
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$ cd bin/cpp-empty-test
$ ./cpp-empty-test
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## How to start a new game
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Please refer to this document: [ReadMe](../README.md)
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# v3.4beta0
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## Highlights of v3.4beta0
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## Features in detail
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