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CHANGELOG
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CHANGELOG
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cocos2d-x-3.13 Aug 22 2016
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[HIGHLIGHT] add VR plugin
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[HIGHLIGHT] support ETC1 alpha channel
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[HIGHLIGHT] fix AudioEngine performance for Android 4.2+
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[HIGHLIGHT] add Andorid arm-64 support
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[HIGHLIGHT] switch to use gcc 4.9
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[HIGHLIGHT] upgrade CURL to 7.50.0
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[HIGHLIGHT] upgrade Spine to 3.4
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[HIGHLIGHT] update glfw to 3.2
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[NEW] add `Configuration::supportsMapBuffer()`
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[NEW] support hexagonal tile maps
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[NEW] add `ListView::setScrollDuration()`
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[NEW] implement `SimpleAudioEngine::willPlayBackgroundMusic()` on Android
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[NEW] implement `AudioEngine::preload()` on Android
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[NEW] add `cc.Node['.classname']` to get class name for tolua C++ class in lua
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[REFINE] optimize Node sorting speed for 64-bit
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[REFINE] using `chrono::steady_clock()` instread of gettimeofday for FPS calculation
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[REFINE] use `fstat` instead of `fseek` and `ftell` for performance to read file content
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[REFINE] use std::string reference instead of char* for `utils::findChild()`
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[REFINE] make `MotionStreak` _maxPoints framerate independent
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[REFINE] support utf-8 bom lua script
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[REFINE] can show utf-8 characters in MessageBox and lua log on win32
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[FIX] the color of underline is different from the text color
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[FIX] memory leak in `MenuItemToggle::create()`
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[FIX] crash after removing a physics body right after adding it
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[FIX] SpriteBatchNode crash if CC_SPRITE_DEBUG_DRAW is enabled
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[FIX] `FileUtils::removeDirectory()` can not work on all platforms except iOS and Mac
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[FIX] memory leak in `Data::move()`
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[FIX] crash in `EaseExpoentialOut::clone()`
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[FIX] buffer over-read in `GLProgram::updateUniformLocation()`
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[FIX] `dirty` variable incorrectly reset with a multiple camera setup causing drawing issues on Sprite
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[FIX] fix label text formatter right alignment
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[FIX] `bsd_signal` link error on Android
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[FIX] crash while decoding small MP3 file on Android
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[FIX] `AppDelegate::applicationWillEnterForeground()` is invoked at launch on Android
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[FIX] fix `relocation overflow in R_ARM_THM_CALL` on Android
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[FIX] navigation bar doesn't hide if show and dismiss keyboard on Android
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[FIX] `utils::getTimeInMilliseconds()` may return wrong value on Android
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[FIX] compiling error with Android 6.0(API 23)
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[FIX] music is not resumed when app is reactived on iOS
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[FIX] random crash in `alGenBuffers` at startup on iOS
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[FIX] can not play audio if uncache and play audio many times on iOS
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[FIX] `Text::create()` crash if it contains invalid string on iOS
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[FIX] new js project link error on linux
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[FIX] design resolution broken after minimize on desk platforms
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[FIX] can not get the `backClicked` in lua
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[FIX] `cc.convertColor` issue in lua
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[FIX] browser version detection
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[FIX] compiling error with `cocos gen-libs`
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cocos2d-x-3.12 Jul 06 2016
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cocos2d-x-3.12 Jul 06 2016
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[HIGHLIGHT] add VR support
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[HIGHLIGHT] add VR support
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@ -170,11 +170,11 @@ Main features
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Build Requirements
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Build Requirements
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------------------
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------------------
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* Mac OS X 10.7+, Xcode 5.1+
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* Mac OS X 10.7+, Xcode 7+
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* or Ubuntu 12.10+, CMake 2.6+
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* or Ubuntu 12.10+, CMake 2.6+
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* or Windows 7+, VS 2013+
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* or Windows 7+, VS 2013+
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* Python 2.7.5
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* Python 2.7.5
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* NDK r11+ is required to build Android games
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* NDK r11+ and API level 19 is required to build Android games
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* Windows Phone/Store 8.1 VS 2013 Update 4+ or VS 2015
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* Windows Phone/Store 8.1 VS 2013 Update 4+ or VS 2015
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* Windows Phone/Store 10.0 VS 2015
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* Windows Phone/Store 10.0 VS 2015
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* JRE or JDK 1.6+ is required for web publishing
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* JRE or JDK 1.6+ is required for web publishing
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@ -26,7 +26,7 @@
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<!-- END doctoc generated TOC please keep comment here to allow auto update -->
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<!-- END doctoc generated TOC please keep comment here to allow auto update -->
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# Cocos2d-x 3.12 Release Notes #
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# Cocos2d-x 3.13 Release Notes #
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# Misc Information
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# Misc Information
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@ -47,9 +47,9 @@
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## Compiler Requirements
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## Compiler Requirements
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* Xcode 5.1 or newer for iOS or Mac
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* Xcode 7+ for iOS or Mac
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* gcc 4.9 or newer for Linux
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* gcc 4.9+ for Linux
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* ndk-r11+ for Android
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* ndk-r11+ and API level 19 for Android
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* Visual Studio 2013 or newer for Windows (win32)
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* Visual Studio 2013 or newer for Windows (win32)
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* Visual Studio 2013 update4 or newer for Windows 8.1 universal Apps
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* Visual Studio 2013 update4 or newer for Windows 8.1 universal Apps
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* Visual Studio 2015 or newer and Windows 10.0 (build 10074 or higher) for Windows 10.0 UWP Apps
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* Visual Studio 2015 or newer and Windows 10.0 (build 10074 or higher) for Windows 10.0 UWP Apps
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@ -150,45 +150,54 @@ Use the __cocos__ console app to create a new game:
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cocos new -l cpp|js|lua MyNewGame
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cocos new -l cpp|js|lua MyNewGame
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```
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```
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# v3.12
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# v3.13
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## Highlights
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## Highlights
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* add VR support in experimental
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* add VR plugin
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* add Tizen support
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* support ETC1 alpha channel
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* improve Android performance issue
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* fix AudioEngine performance for Android 4.2+
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* improve web engine performance in WebGL mode
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* add Andorid arm-64 support
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* support Android obb extension
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* switch to use gcc 4.9
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* use clang instead of gcc on Android, use NDK r11+
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* upgrade CURL to 7.50.0
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* upgrade Spine to 3.4
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* update glfw to 3.2
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## The main features in detail of Cocos2d-x v3.12
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## The main features in detail of Cocos2d-x v3.13
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### VR support
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### Add VR plugin
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VR Support is now available! Currently there is support for __Google Cardboard__, __Oculus Rift__, __Samsung Gear__ and __Deepoon E2__. Also provided is a *generic* __VR__ renderer to help with testing. It should not be used to trust deploying a production __VR__ game. In usual Cocos2d-x fashion it is very easy to get started with an easy to understand API. Read our chapter in the [Programmers Guide](http://cocos2d-x.org/docs/programmers-guide/vr/index.html) for more information.
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### Tizen support
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TBD: add link of PG
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You can now develop for the __Tizen__ mobile platform. The latest __2.4__ SDK is supported. Tizen development uses it's own uniqie IDE as well as a simulator for testing applications. For setup instructions please read our [documentation](http://cocos2d-x.org/docs/installation/Tizen/).
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### Improve Android performance
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### Support ETC1 alpha channel
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Thank you to our users for helping diagnose performance issues on some Android devices. It is because Cocos2d-x creates a big map buffer by default and fills the map buffer with actual data, which is less than the map buffer size. On some Android devices, it will transfer as much data as the map buffer size which causes performance issue.
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Thanks [halx99](https://github.com/halx99)'s contribution, now cocos2d-x supports ETC1 alpha channel by default.
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More detail information and discussion can refer to [the issue](https://github.com/cocos2d/cocos2d-x/issues/15652).
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If want to use ETC1 alpha chaneel, you should put `xxx.pkm` and `xxx.pkm@alpha` in the same folder, and use it like this:
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### Improve web engine performance in WebGL mode
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```c++
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auto sprite = Sprite::create("xxx.pkm");
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```
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The web engine is receiving a big performance upgrade. The WebGL renderer have been completely refactored from the ground up. This means improved rendering and a reduced memory footprint.
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`xxx.pkm@alpha` is the resource for alpha channel. `@alpha` subfix is required by engine to load alpha texture automatically.
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![rendering performance](https://raw.githubusercontent.com/minggo/Pictures/master/web-performance-improve/adverage-time-per-frame.png)
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More detail usage can refer to the implementation of `Sprite1ETC1Alpha` in `tests/cpp-tests/Classes/SpriteTest/SpriteTest.cpp`.
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![cpu-usage](https://raw.githubusercontent.com/minggo/Pictures/master/web-performance-improve/cpu-usage.png)
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### AudioEngine performance for Android 4.2+
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![memory-usage](https://raw.githubusercontent.com/minggo/Pictures/master/web-performance-improve/memory-usage.png)
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AudioEngine uses [OpenSL ES](https://developer.android.com/ndk/guides/audio/opensl-for-android.html) on Android, and it supports decoding audio source file to PCM data in codes since Android 4.2. Now AudioEngine uses this feature to fix the performance issue. The performane is the same as before if running on Android 4.1 or lower version.
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### Use clang on Android
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### Android arm-64 support
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[Google deprecated gcc starting in NDK r11](https://developer.android.com/ndk/downloads/revision_history.html), Cocos2d-x now uses clang. We suggest using the NDK r11c.
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We found an issue that, if using NDKr 10c + clang, then `Node::enumerateChildren()` will crash on Android.
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Now we provide arm-64 bit 3rd party libraries, which means can build 64-bit apps on Android. You can use the command to build 64-bit apps:
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```
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cocos run -p android --app-abi arm64-v8a
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```
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## Other changes
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### Switch to use gcc 4.9
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View our [full changelog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG).
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cocos2d-x switch to use clang in `v3.12`, but developers reported [some crash issue](https://github.com/cocos2d/cocos2d-x/issues/16244) that caused by using `clang+gnustl_static`, so we switch to use gcc 4.9. We will change to use `clang+c++_static` when `c++_static` is stable.
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### Upgrade CURL to 7.50.0
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Because CURL has [a bug about connect to IPV4 numerical IP address in NAT64 environment](https://github.com/curl/curl/issues/863), and it is fixed in v7.50.0, so we upgrade to this version when v7.50.0 is released.
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Reference in New Issue