mirror of https://github.com/axmolengine/axmol.git
[ci skip] update changelog and readme
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75
CHANGELOG
75
CHANGELOG
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@ -1,3 +1,78 @@
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cocos2d-x-3.16 Sep.30 2017
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[NEW] Add RadialGradientLayer
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[REFINE] 3rd: use prebuilt bullet
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[REFINE] CameraBackgroundBrush: use VAO/VBO to improve performance
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[REFINE] Color4F: add arithmentic operators
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[REFINE] LayerMultiplex: add `LayerMultiplex::switch(int, bool)` to not clean up previous layer after switching to a new layer
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[REFINE] ListView: add padding options
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[REFINE] FileUtils: add more async functions
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[REFINE] ImageView: add `ImageView::setBlendFunc()` to change blend function
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[REFINE] PageView: allow customizing opacity of indicator nodes
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[REFINE] ParticleSystem: add `ParticleSystem::setSourcePositionCompatible(bool)` to set source position instead of position
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[REFINE] RichText: image tag supports sprite frame
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[REFINE] RichText: support horizontal alignment
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[REFINE] ScrollView: add `ScrollView::setSwallowTouches(bool)`
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[REFINE] ScrollView: dispatch more useful events and add more getters
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[REFINE] Spine: support ETC1
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[REFINE] WebView: can set opacity
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[REFINE] Android: update to support Android Studio 2.3.3
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[REFINE] Android: add `Cocos2dxActivity.setEnableVirtualButton(boolean)` to control whether the hide virtual button or not
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[REFINE] iOS: more stable delta time between frames
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[REFINE] Engine: fix many warning issues
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[REFINE] Engine: exclude fps image in release mode
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[REFINE] Engine: add function for calculating md5 hash from Data
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[REFINE] Windows 10 metro mode, Windows Phone and Tizen are not supported
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[FIX] Application: openURL() can not open URLs that have `&` character on linux
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[FIX] Audio: may crash if play, stop frequently on Mac/Android
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[FIX] Audio: may crash if switch to background with effect playing and switch to foreground again on Android
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[FIX] Audio: may freeze app on iOS/Mac
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[FIX] Audio: may crash if have multiple audio tracks running at the same time and frequently call `_play2d(AudioCache *cache, int audioID)` on iOS/Mac
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[FIX] Audio: can not mute audio while a ring or a call is comming on Android
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[FIX] Audio: audio loops get evently cut
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[FIX] Button: scale9 effect may wrong
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[FIX] Director: will dispatch `EVENT_BEFORE_DRAW` before drawing a frame
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[FIX] Downloader: task may be suspend and not been executed on Android
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[FIX] Downloader: may crash if downloading large file on iOS/Mac
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[FIX] EditBox: may not show cursor and input text on Android
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[FIX] EditBox: may not show any character when type on keyboard on Android
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[FIX] EditBox: fix spacing and alignment on Windows
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[FIX] EditBox: text is larger and mis-aligned on Android
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[FIX] EventDispatcher: `pauseEventListenersForTarget()` can not work correctly if invoked in event callback
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[FIX] FileUtils: `listFiles` and `listFilesRecursively` can not work correctly if the path include unicode charater on Windows
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[FIX] FileUtils: getFileSize() always return -1 on Android
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[FIX] FontAtlas: may cause crash when back from background on Android
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[FIX] FontAtlas: memory leak in `FontAtlas::prepareLetterDefinitions()`
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[FIX] HttpClient: may cause crash if used in non network environment on Android
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[FIX] ImageView: scale9 effect may wrong
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[FIX] Label: line height is reset when call `FontAtlasCache::purgeCachedData()`
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[FIX] Label: memory leak in `Label::setFontAtlas()`
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[FIX] Label: wrong effect of shrink overflow clamp on iOS
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[FIX] Physics: crash if calling `PhysicsWorld::setDebugDrawMask(false)` right after `Scene::initWithPhysics()`
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[FIX] Scheduler: can not work correctly if reschedule with same key in callback
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[FIX] Sprite: `Sprite::setTexture()` will reset program state
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[FIX] Studio: revert Studio reader and flatbuffer
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[FIX] TextField: crash when text exceeds content with enabled cursor
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[FIX] Transition: TransitionCrossFade is darker than it should
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[FIX] Widget: wrong layout in scaled widget
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[FIX] Android: app will crash at the first time launching by clicking app icon
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[FIX] Android: compiling error built with Android Studio for x86
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[FIX] Android: can not creat EGL context if the device doesn't support 24bit depth buffer
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[FIX] Android: may stop response to touch event
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[FIX] Android: can not use previous OBB file when APK version changed
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[FIX] iOS: can not use cocos console compile and run in release mode on iOS with Xcode 8.3+
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[FIX] Desktop: `GLViewImpl::getMonitorSize()` may return zero
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[FIX] Apple: may crash if there are more than 10 touches
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[FIX] JSB: add chipmunk binding for `cpSpace::segmentQuery()`
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[FIX] JSB: XMLHTTPRequest memory leak if CC_ENABLE_GC_FOR_NATIVE_OBJECTS is enabled
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[FIX] JSB: WebView doesn't support https
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[FIX] Lua: export `cocos2d::utils::findChild()`
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[FIX] Lua: LuaObjcBridge return wrong type when return type is bool
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[FIX] Lua: will crash if lua file is encrypted and it has BOM header
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[FIX] Lua: iskindof() return wrong result
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[FIX] Lua: crash if run on iOS simulator with Xcode 8.0+
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cocos2d-x-3.15.1 May.27 2017
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[REFINE] Add optimization codes for huawei devices
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45
README.md
45
README.md
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@ -4,14 +4,14 @@
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cocos2d-x
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=========
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| |iOS|Mac|Linux|Win32|Android|Tizen|
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| ----|----|----- | ---|----|------|---|
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|v3|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=ios)](http://45.56.80.45:8080/job/daily-build-v3/node=ios)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=mac)](http://45.56.80.45:8080/job/daily-build-v3/node=mac)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=linux)](http://45.56.80.45:8080/job/daily-build-v3/node=linux)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=win32_bak)](http://45.56.80.45:8080/job/daily-build-v3/node=win32_bak)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=android)](http://45.56.80.45:8080/job/daily-build-v3/node=android)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=tizen-daily-build/node=tizen_mac)](http://45.56.80.45:8080/job/tizen-daily-build/node=tizen_mac/)|
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| |iOS|Mac|Linux|Win32|Android|
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| ----|----|----- | ---|----|------|
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|v3|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=ios)](http://45.56.80.45:8080/job/daily-build-v3/node=ios)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=mac)](http://45.56.80.45:8080/job/daily-build-v3/node=mac)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=linux)](http://45.56.80.45:8080/job/daily-build-v3/node=linux)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=win32_bak)](http://45.56.80.45:8080/job/daily-build-v3/node=win32_bak)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=android)](http://45.56.80.45:8080/job/daily-build-v3/node=android)
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[cocos2d-x][1] is a multi-platform framework for building 2d games, interactive books, demos and other graphical applications.
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It is based on [cocos2d-iphone][2], but instead of using Objective-C, it uses C++.
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It works on iOS, Android, Tizen, Windows Phone and Store Apps, OS X, Windows, Linux and Web platforms.
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It works on iOS, Android, OS X, Windows, Linux and Web platforms.
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**Cocos2d-x Framework Architecture**:
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@ -75,17 +75,6 @@ You can also create a JS project or Lua project with `-l js` or `-l lua`.
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$ cocos run -p mac
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### Build and run a new project for Tizen ###
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There are two ways to build and run Tizen project:
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* use cocos console(can not work on 32-bit Windows currently)
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```
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cocos run -p tizen
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```
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* use Tizen IDE, can refer to [this doc](http://cocos2d-x.org/docs/installation/Tizen/index.html ) for detail usage
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### Build and run a new project for Linux ###
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If you never run cocos2d-x on Linux, you need to install all dependencies by the
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@ -107,20 +96,6 @@ Run
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$ cocos run -p win32
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### Build and run new project for Windows 8.1/10.0 and Windows Phone 8.1/10.0 ###
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$ cocos new MyGame -p com.your_company.mygame -l cpp -d projects
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* Visual Studio 2013 Update 4 or later is required for Windows 8.1 Universal Apps
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* Visual Studio 2015 (Release version) and Windows 10.0 (Release version) are required for Windows 10.0 Universal Windows Platform (UWP) Apps. RC versions of Visual Studio and Windows 10 are no longer supported.
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Starting with Cocos2d-x v3.3, you can create Windows 8.1 Universal Apps (Windows Store and Windows Phone 8.1).
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Starting with Cocos2d-x v3.8 you can create Windows 10.0 UWP Apps (Windows Store and Windows Phone 10.0).
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Starting with Cocos2d-x v3.6 there will no longer be support for Windows Phone 8.0.
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See more info on how to install and create games on Windows RT (Windows and Windows Phone 8.1) at http://msopentech.github.io/cocos2d-x/
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### Build and run new project for web ###
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Only JS project can be published to web platforms, so you will need to create a JS project first:
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@ -182,18 +157,14 @@ Build Requirements
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* or Ubuntu 12.10+, CMake 2.6+
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* or Windows 7+, VS 2013+
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* Python 2.7.5
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* NDK r11+ is required to build Android games
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* Android Studio 2.3+ to build Android games
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* Tizen SDK 2.3+ is required to build Tizen games
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* Windows Phone/Store 10.0 VS 2015
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* NDK r11+ is required to build Android games(tested with r14)
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* Android Studio 2.3.3+ to build Android games(tested with 2.3.3)
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* JRE or JDK 1.6+ is required for web publishing
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Runtime Requirements
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--------------------
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* iOS 7.0+ for iPhone / iPad games
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* Android 2.3.3+ for Android games
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* Tizen 2.3+ or 2.4+ for Tizen games
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* Windows 10.0 for Windows Phone/Store 10.0 games
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* iOS 8.0+ for iPhone / iPad games
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* Android 2.3.3+ for Android
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* OS X v10.9+ for Mac games
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* Windows 7+ for Win games
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* Modern browsers and IE 9+ for web games
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