**This is another more radical fork of *Cocos2d-x-4.0*, use OpenAL for all platforms, single texture multi GPU texture handler, C++ 17 and some more (see 'Highlight Features' for more info).**
* **More clearly third-party libs ['Upstream-Version-License'](thirdparty/README.md) for easy to publish your commercial apps based on adxe. Also some links to third party libs which supporting adxe too.**
* [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL), if no ```BUILD_DEP_ALSOFT``` option specified, cmake script will choose it on osx/ios, even through it was mark as deprecated, but still available.
Open [Wiki](https://github.com/adxeproject/adxe-wiki) for additional information and see [Milestones](https://github.com/adxeproject/adxe/milestones) for planed feature too.
4. Start Android Studio and Open [Tools][SDKManager], then switch to ```SDK Tools```, check the ```Show Package Details```, choose follow tools and click the button ```Apply``` to install them:
6. Remark: If you use non-sdk provided CMake edition, you need download ```ninja``` from https://github.com/ninja-build/ninja/releases, and copy ```ninja.exe``` to cmake's bin directory
- [HIGHLIGHT] Implement Windows WebView using WebView2 Edge Chromium, thanks to @rh101
- [HIGHLIGHT] Windows x64 build support
- [HIGHLIGHT] Support custom texture atlas formats, thanks to @rh101
- [HIGHLIGHT] Downloader realtime md5 checksum calculation support
- [HIGHLIGHT] Decompress astc parallel support
- [HIGHLIGHT] Reimplement HttpClient based on yasio for concurrent http request support
- [HIGHLIGHT] Improve Lua RTTI performance and less memory cost
- [HIGHLIGHT] Virtual File System support, thanks to @rh101
- [HIGHLIGHT] Refactor lua loader, speed up 30%+
- [HIGHLIGHT] Update plainlua version to 5.4.3
- [HIGHLIGHT] Use Openal-Soft for all platform
- [HIGHLIGHT] Refactor UserDefault with mio, speed up 100x+
- [HIGHLIGHT] Implement all .wav formats supported by Openal-Soft, such as MS-ADPCM, ADPCM
- [HIGHLIGHT] Use modern GL loader Glad
- [HIGHLIGHT] Google angle renderer backend support
- [HIGHLIGHT] Update codebase to C++ 17 standard
- [HIGHLIGHT] Remove tinyxml2
- [HIGHLIGHT] Use fast pugixml
- [HIGHLIGHT] Spine-3.6~4.0 support
- [HIGHLIGHT] ASTC 4x4/6x6/8x8 support (if hardware decoder not present, use software decoder)
- [HIGHLIGHT] ETC2 RGB/RGBA support (if hardware decoder not present, use software decoder)
- [HIGHLIGHT] ImGui integrated for PC platforms
- [HIGHLIGHT] Extension FairyGUI support
- [HIGHLIGHT] Use curl for transferring data with URL syntax
- [HIGHLIGHT] Modularize all optional extension, move from engine core to folder extensions
- [HIGHLIGHT] Improve thirdparty libs building, 99% of them build from sources or github actions with latest toolchain, see also: `adxeproject/buildware`
- [HIGHLIGHT] Add new API `Director::setChildrenIndexerEnabled` for speed up getChildByTag & getChildByName support
- [HIGHLIGHT] Add new API `FontFreeType::setStreamParsingEnabled` for stream parsing support, it's very useful for reduce memory cost when load large .ttf font file
- [HIGHLIGHT] Remove all unnecessary `std::nothrow` stubs
- [NEW] Add int64_t/uint64_t support for `cocos2d::Value`
- [FIX] Fix uniform location mismatch when more than 1 spine with different shaders
- [FIX] Fix imgui draw frame cause afterimage when game scene nothing to draw
- [FIX] Set global Z value of label debug layer to be the same as the parent label to fix display issue
- [FIX] Use TTF scaled metrics to calculate line height, thanks to @rh101
- [FIX] Fix Memory leak in ShaderModuleGL::getErrorLog(), thanks to @Xrysnow
- [FIX] Fix console output text encoding for win32
- [FIX] Fix charset process for fontName on win32
- [FIX] Fix Crash on ParticleBatchNode::updateProgramStateTexture()
- [FIX] Fix Crash on SpriteBatchNode::appendChild when CC_SPRITE_DEBUG_DRAW==1
- [FIX] Fix Lua can't get `unsigned char` or `unsigned int` values of `ValueMap`
- [FIX] Fix crash on AudioEngine::end after the `Director` was destroyed
- [FIX] Fix font atlas will leak when it does not exist in the atlas cache, thanks to @rh101
- [FIX] Fix ScrollView shows incorrect position in vertical direction some time, thanks to @wzhengsen
- [REFINE] CCValue move construct and assign with std::string support
- [REFINE] Improve windows dev workflow, use working directory instead copy resources to build binary directory