2015-01-15 08:59:03 +08:00
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE - RUN doctoc TO UPDATE -->
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
2015-12-29 09:48:14 +08:00
- [Cocos2d-x 3.10 Release Notes](#cocos2d-x-
- -release-notes)
2015-01-15 08:59:03 +08:00
- [Misc Information ](#misc-information )
- [Requirements ](#requirements )
- [Runtime Requirements ](#runtime-requirements )
- [Compiler Requirements ](#compiler-requirements )
- [How to run tests ](#how-to-run-tests )
2015-07-01 18:44:15 +08:00
- [Cocos Console ](#cocos-console )
2015-01-15 08:59:03 +08:00
- [Mac OSX & iOS ](#mac-osx-&-ios )
- [Android ](#android )
- [Windows ](#windows )
- [Linux ](#linux )
- [How to start a new game ](#how-to-start-a-new-game )
2015-12-29 09:48:14 +08:00
- [v3.10 ](#v310 )
2015-12-21 16:56:35 +08:00
- [Highlights features, improvements and API updates of v3.10 ](#highlights-features-improvements-and-api-updates-of-v310 )
- [The main features in detail of Cocos2d-x v3.10: ](#the-main-features-in-detail-of-cocos2d-x-v310 )
- [UI System ](#ui-system )
- [AudioEngine ](#audioengine )
2015-08-24 09:40:59 +08:00
- [Others ](#others )
- [Other changes ](#other-changes )
2015-11-06 18:38:09 +08:00
- [NEW APIS ](#new-apis )
2015-01-15 08:59:03 +08:00
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
2016-04-27 15:01:02 +08:00
# Cocos2d-x 3.11 Release Notes #
2015-07-01 18:44:15 +08:00
2014-01-07 08:23:06 +08:00
# Misc Information
2015-03-13 17:18:29 +08:00
* [Full Changelog ](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG )
2014-01-07 08:23:06 +08:00
# Requirements
## Runtime Requirements
* Android 2.3 or newer
* iOS 5.0 or newer
* OS X 10.7 or newer
* Windows 7 or newer
2015-04-29 13:39:04 +08:00
* Windows Phone 8.1
2015-08-24 09:40:59 +08:00
* Windows 10 UWP
2014-07-06 20:53:17 +08:00
* Linux Ubuntu 14.04 or newer
2015-07-16 16:53:43 +08:00
* Mordern browsers and IE 9+ (On mobile platforms, only iOS and Android 5 activated WebGL support)
2014-01-07 08:23:06 +08:00
## Compiler Requirements
2014-07-16 11:26:21 +08:00
* Xcode 5.1 or newer for iOS or Mac
2014-07-06 20:53:17 +08:00
* gcc 4.9 or newer for Linux
2014-11-29 13:20:21 +08:00
* ndk-r10c for Android
2015-07-15 14:11:59 +08:00
* Visual Studio 2013 or newer for Windows (win32)
2015-08-12 13:02:35 +08:00
* Visual Studio 2013 update4 or newer for Windows 8.1 universal Apps
* Visual Studio 2015 RC or newer and Windows 10.0 (build 10074 or higher) for Windows 10.0 UWP Apps
2014-01-07 08:23:06 +08:00
2014-04-21 14:50:27 +08:00
## How to run tests
2014-03-04 18:15:30 +08:00
2015-07-01 18:44:15 +08:00
### Cocos Console
You can use [Cocos Console ](www.cocos2d-x.org/wiki/Cocos2d-console ) command line tool to run the test cases on almost all supported platforms.
In console application:
```
// Enter cpp test folder
2015-07-14 08:44:44 +08:00
cd tests/cpp-tests
2015-07-01 18:44:15 +08:00
// Or enter js test folder
2015-07-14 08:44:44 +08:00
cd tests/js-tests
2015-07-01 18:44:15 +08:00
// Or enter lua test folder
cd tests/lua-tests
// Compile or run test case
cocos compile -p ios|mac|android|win32|win8_1|metro|web -m debug|release
cocos run -p ios|mac|android|win32|win8_1|metro|web -m debug|release
```
For example, if you want to run cpp test in release mode on Android, you can use the following command:
```
cocos run -p android -m release
```
2014-03-04 18:15:30 +08:00
### Mac OSX & iOS
2015-08-24 09:40:59 +08:00
* Enter `cocos2d-x/build` folder, open `cocos2d_test.xcodeproj`
* Select `cpp-tests` , `lua-tests` , `js-tests` for `iOS` or `OS X` target in scheme toolbar
2014-03-04 18:15:30 +08:00
* Click `run` button
### Android
2014-03-07 08:37:33 +08:00
You can run the samples...
2014-03-04 18:15:30 +08:00
2014-03-07 08:37:33 +08:00
**Using command line:**
2014-03-04 18:15:30 +08:00
2015-01-06 09:55:44 +08:00
$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
$ adb install cocos2d-x/tests/cpp-empty-test/proj.android/bin/CppEmptyTest-debug.apk
2015-01-15 06:51:42 +08:00
2014-03-04 18:15:30 +08:00
Then click item on Android device to run tests. Available value of `-p` is the API level, cocos2d-x supports from level 10.
2014-03-07 08:37:33 +08:00
**Using Eclipse:**
2014-03-04 18:15:30 +08:00
2015-01-06 09:55:44 +08:00
$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
2015-01-15 06:51:42 +08:00
2014-03-04 18:15:30 +08:00
Then
* Import cocos2d-x Android project into Eclipse, the path used to import is `cocos/2d/platform/android`
2014-03-14 15:01:11 +08:00
* 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
2014-03-04 18:15:30 +08:00
### Windows
2015-08-24 09:40:59 +08:00
* For win32 project, enter `cocos2d-x/build` , and open `cocos2d-win32.sln`
* For win 8.1 project, enter `cocos2d-x/build` , and open `cocos2d-win8.1-universal.sln`
2015-08-12 13:02:35 +08:00
* For win 10 project, enter `cocos2d-x/build` , and open `cocos2d-win10.sln`
2015-07-01 18:44:15 +08:00
* Select running target
2014-03-04 18:15:30 +08:00
* Click run button
### Linux
2015-01-06 09:55:44 +08:00
$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cd ../..
2015-01-15 06:51:42 +08:00
2014-03-04 18:15:30 +08:00
Then
2015-01-06 09:55:44 +08:00
$ mkdir build
$ cd build
$ cmake ../cocos2d-x
$ make -j4
2015-01-15 06:51:42 +08:00
2014-03-04 18:15:30 +08:00
Run
2015-01-06 09:55:44 +08:00
$ cd bin/cpp-empty-test
$ ./cpp-empty-test
2015-01-15 06:51:42 +08:00
2014-03-06 14:44:33 +08:00
## How to start a new game
2015-07-01 18:44:15 +08:00
Use Cocos Console to create a new game:
2014-12-31 18:15:27 +08:00
2015-04-01 16:40:40 +08:00
```
2015-08-24 09:40:59 +08:00
cocos new -l cpp|js|lua MyNewGame
2015-04-01 16:40:40 +08:00
```
2015-03-13 15:08:09 +08:00
2016-04-27 15:01:02 +08:00
# v3.11
2015-04-22 14:59:22 +08:00
2016-04-27 15:01:02 +08:00
## Highlights features
2015-08-24 09:40:59 +08:00
2016-04-27 15:01:02 +08:00
* upgrade Chipmunk to v7.0.1
* use new memory model in JSB, don't have to invoke `retain/release` in JS, it is disabled by default
* support Tizen platform
* upgrade Culr to v7.48
* upgrade OpenSSL to 1.0.2g
2015-11-06 18:38:09 +08:00
2016-04-27 15:01:02 +08:00
## The main features in detail of Cocos2d-x v3.11
2015-11-06 18:38:09 +08:00
2016-04-27 15:01:02 +08:00
### New memory model in JSB
2015-11-06 18:38:09 +08:00
2016-04-27 15:01:02 +08:00
With new memory model, you don't have to care about object lifecycle. Which means you don't have to invoke `retain/release` in JS any more.
2015-11-06 18:38:09 +08:00
2016-04-27 15:01:02 +08:00
Though we have finished many tests about this new memory model, we can't make sure it is too perfect to enable it by default. But you are appreciated if you can enable it to have a try. If you want to enable it, you should:
2015-11-06 18:38:09 +08:00
2016-04-27 15:01:02 +08:00
```
TBD
```
2015-11-06 18:38:09 +08:00
2016-04-27 15:01:02 +08:00
### OpenSSL
2015-11-06 18:38:09 +08:00
2016-04-27 15:01:02 +08:00
Beginning July 11, 2016, Google Play will block publishing of any new apps or updates that use older versions of OpenSSL. So coocs2d-x upgrades OpenSSL to latest version(v1.0.2g).
2015-11-06 18:38:09 +08:00
2016-04-27 15:01:02 +08:00
If you use v2.x or use older versions of v3.x, you can just update CURL and OpenSSL. This guild shows you how to do. [TBD: Add guide link]()
2015-11-06 18:38:09 +08:00
2016-04-27 15:01:02 +08:00
### Tizen support
2015-11-06 18:38:09 +08:00
2016-04-27 15:01:02 +08:00
TBD: doc links of Tizen
2015-11-06 18:38:09 +08:00
2016-04-27 15:01:02 +08:00
## Other changes
2015-11-06 18:38:09 +08:00
2015-12-31 15:07:48 +08:00
You can also take a look at the [full changelog ](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG ).
2015-11-06 18:38:09 +08:00
2015-12-21 16:56:35 +08:00