1. Cocos2d-x will only publish the final versions publicly in the future, all alpha, beta, rc versions will be exclusively published in the community. By that I mean in the English and Chinese forum, in developers QQ groups, by the github tags. The final versions will be published with the all in one Cocos.
2. Cocos2d-JS is merged into Cocos2d-x in v3.7, from now on, developers won't get confused about which product they should use. With Cocos2d-x, you can work with C++/Lua/JS and publish to Windows/WP8.1/Android/Mac/iOS/Linux and Web if you use JS. For a smooth transition, we will still announce two products in v3.7, Cocos2d-x v3.7 and Cocos2d-JS v3.7, but they share exactly the same package. In the future versions, there will be only one package. For reference, this have been discussed in [another thread](http://discuss.cocos2d-x.org/t/discuss-the-next-step-of-cocos2d-x/21182/)
It's the physics engine we provided for providing 3D physics game capability, it works great with our current 3D modules, like 3D sprites, 3D Terrain, etc. We used [bullet](http://bulletphysics.org/wordpress/) library as base of 3D physics, encapsulate it into our Cocos 3D physics APIs. You can refer to Physics3DTest test case for its API and usage, we will add documentation into [programmers guide](http://cocos2d-x.org/programmersguide) lately.
The navigation mesh system provides simple to use API to find path in a complexe 3D world, you can add mesh with a triangles list, add obstacles. Then you will add agents which can perform a path finding task and move your 3D sprites to a certain place following the path. You can refer to NavmeshTest test case for its API and usage, we will add documentation into [programmers guide](http://cocos2d-x.org/programmersguide) lately.
Material system is an advanced system which defines all visual informations (it may contain aural or physical informations in the future) of an object. Instead of just plain an simple texture, you can have more than one texture, and much more features like multi-pass rendering. Refer to [the documentation](https://github.com/chukong/programmers-guide/blob/v3.7/chapters/14.md#shaders-and-materials) for more details.
After merged Cocos2d-JS into Cocos2d-x, nothing have changed for C++ and Lua developers, but the engine structure may look very strange to JS developers. Don't worry, the upgrade is still very simple, because the project structure remains the same as before. Refer to [this discussion](http://discuss.cocos2d-x.org/t/cocos2d-js-v3-6-1-hot-fix-for-remote-debugger/21524/2) for more informations.
As it's not very easy to used in the previous version, we have refactored the API for Polygon Sprite. It's now becoming a internal feature of 2d Sprite, you can use AutoPolygon to generate polygons for a sprite, then use it to create the sprite directly, very simple to use.
Although it do takes time to generate the polygons information, you can cache and reuse it, we also plan to support the polygons information generation in the editor in the future.
The WebView and VideoPlayer have finally been ported to JS, and it supports iOS, Android and Web browsers. You can refer to its usage in the test case: [WebViewTest](https://github.com/cocos2d/cocos2d-x/blob/v3/tests/js-tests/src/GUITest/UIWebViewTest/UIWebViewTest.js) and [VideoPlayerTest](https://github.com/cocos2d/cocos2d-x/blob/v3/tests/js-tests/src/GUITest/UIVideoPlayerTest/UIVideoPlayerTest.js).
The Nine Patch image is a stretchable bitmap image which can be used as the texture of Scale9Sprite. Now Cocos2d-x support creating the Scale9Sprite node directly with a Nine Patch file. More informations about the [Nine Patch format](http://developer.android.com/guide/topics/graphics/2d-graphics.html#nine-patch) and [its tool](http://developer.android.com/tools/help/draw9patch.html). You can also refer to our test case for its usage: [C++](https://github.com/cocos2d/cocos2d-x/blob/v3/tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UIScale9SpriteTest.cpp#L857), [Lua](https://github.com/cocos2d/cocos2d-x/blob/v3/tests/lua-tests/src/CocoStudioTest/CocoStudioGUITest/CocoStudioGUITest.lua#L4020), [JS](https://github.com/cocos2d/cocos2d-x/blob/v3/tests/js-tests/src/GUITest/UIS9NinePatchTest/UIS9NinePatchTest.js)
Samsung have provided a series of Enhanced API to optimize Cocos2d-x games for Samsung products with Android 5.0+ system. It include some very cool features like: Boost Up API, Power Saving Mode API, Dynamic FPS API, etc. The current API can be found in [this header file](https://github.com/cocos2d/cocos2d-x/blob/v3/cocos/platform/android/CCEnhanceAPI-android.h), we will provide a detailed documentation later.
### Win32 platform resource name become case sensitive
In the previous versions, the resources file name's case is ignored on win32 platform, but not ignored in other platforms. This will lead to some unexpected issues, especially when user develop with win32 platform and pulish to other platforms like Android. In win32, the file name may be found without matching the case, but on other platforms it won't be found. So we decided to make win32 platform's resources case sensitive. Please make sure you are using the correct file name for your resources.
As you can see, in v3.7, we have enhanced our 2d rendering with material system and integrated polygon sprite. More importantly, our 3d features become more and more complete, 3d Physics and Navigation Mesh with the previous Camera, 3d Sprite, 3d Particle System, 3d Light, 3d Terrain, Skybox, now you can really start to use Cocos to make a 3d game.