* small BillBoard optimizations
-Quick return in visit if it is not visible and has no children.
-Comment out getNodeToWorldTransform because it is death code (doesn't do anything)
* remove unused rotationQuaternion
* Allow visit sprite without camera for render to texture
A fix to allow render to texture like this
'''
Director::getInstance()->setProjection(Director::Projection::_2D);
m_renderTarget->beginWithClear(1, 0, 0, 0.2, m_depthClear, 0);
m_sprite->visit(Director::getInstance()->getRenderer(), Mat4::IDENTITY, 0);
m_renderTarget->end();
Director::getInstance()->setProjection(Director::Projection::_3D);
'''
* NULL -> nullptr
* [Win32,WinRT] Fix listFiles and listFilesRecursively use unicode.
1. Incorrect convertation to unicode
if (length != fullpath.size()) correct only ASCII char.
2. For convert unicode exist api, to avoid errors.
3. Equal first char on '.' - error
Need check full name file on "." and "..", otherwise exclude file and
folder begin '.'
Now not use macro UNICODE, for easy use unicode convert api(Otherwise,
you need to connect different versions WinRT and Win32).
* Fix minggo remark.
* Move to specific platform section.
* Changing CCAsyncTaskPool and CCScheduler to better leverage move semantics, to avoid several lambda copy constructor calls. Chaning call sites in the cocos engine to better leverage move semantics.
* Editing binding generator to not generate bindings for AsyncTaskPool::enqueue. Bindings were not previously generated for this function due to it's type signature involving a template parameter.
* Adding missing std::move call in AsyncTaskPool to skip a copy constructor call.
* fix reschedule issue
* correct code formatting
* Fix isScheduled
* improve a bit performance of executing functions in cocos thread
* added test to verify reschedule issue
* re-init timer in schedule if timer exists and alive
* fix editbox textChanged event called after fragment loaded
* fix editbox duplicatd text when change text in textChanged callback
* revert changes of placeholder modification
* Added function for calculating md5 hash from Data.
getFileMD5Hash now use getDataMD5Hash.
For example, AssetsManagerEx VerifyCallback.
Get Data from file, check equal size, if equal to get md5 hash.
* Data::isNull check size equal 0
* Build on linux and android.
This permits comments to be visible in tooltips for the variable and it's associated accessor functions
e.g.
//The health of the entity, when this reaches zero the entity is dead
CC_SYNTHESIZE(float, m_health, Health)
Previously the above comment would only be displayed in the tooltip for the member variable
Downloading large file to memory could cause stack overflow and crash, because old code created buffer `char buf[buflen];` in stack.
New code creates buffer in heap.
* remove APP_SHORT_COMMANDS setting (#17722)
some developers report it will cause error on Windows though i can not reproduce it. It is strange, the setting is used to resolve command length limitation on Windows.
* Particle font size should be a const value (#17676)
* Particle font size should be a const value
* Minor fix: CCStencilStateManager.hpp -> CCStencilStateManager.h in xcode project.
* JSB SocketIO.connect supports to pass a CA cert file (#17736)
* JSB SocketIO.connect supports to pass a CA cert file
* The second parameter of SocketIO.connect function is probably a `option` object. JSB just ignores it.
setCharMap, setBMFontFilePath and setTTFConfigInternal use getFontAtlas.
getFontAtlas retain font atlas always.
setFontAtlas not release, if atlas equal current.
For example call Label::setTTFConfig for equal ttfConfig.
* Adding async functions for FileUtils::listFiles and FileUtils::listFilesRecursively.
* Updating CCFileUtils::listFiles and CCFileUtils::listFilesRecursively to not expose their async version to
the JS and Lua scripting layers, due to a bug in the binding generator code.
* Updating comments in CCFileUtils.h to prevent improper JS bindings to be generated.
* Editing the cocos2dx.ini files, to prevent bindings for listFilesRecursivelyAsync and listFilesAsync to be generated.
* fixed#17685: [android] Audio in game couldn't be mute while a ring or a call is coming
* Updates comments in AudioEngine-inl.cpp and removes extra empty line in javaactivity-android.cpp
* Puts audio focus relative code to another java file named Cocos2dxAudioFocusManager.java
Renames setAudioFocusLost to setAudioFocus.
* Renames JNI function.
* Register audio focus in onResume and unregister it in onPause.
* fixed#17665: [android] Crash while launching on the devices only support OpenGL ES 2.
Fixes that egl.eglCreateContext may return non-null but EGL10.EGL_NO_CONTEXT value.
It will cause create a EGL env with a EGL_NO_CONTEXT egl context which will cause crash.
* Don’t link with libGLESv1_CM.so
* Adds libmd5-rfc library since the functions in <openssl/md5.h> aren’t exported in win10, plus <openssl/md5.h> seems to be private header.
* Adds libmd5-rfc library for win32 and win10.
* Removes json/msinttypes folder from xcode since it’s only needed for win32 | win10.
* Should not use fread to read file from assets, uses FileUtils::getDataFromFile instead.
* Client socket should not be closed immediatelly after ::send. Otherwise, sever may will receive “Connection reset by peer - Errno 104” error on some platforms. It could be 100% reproduced on Android.
* Moves the implementation of AudioEngine::AudioInfo to cpp file.
* fixed#17591: [ios, mac, win32] Audio could not be played in the callback of AudioEngine::setFinishedCallback
* fixed#17591: Adds test case.
* fixed#17497: Win32 performance is bad.
The 'Sleep(1)' in FPS controlling code isn't precise enough. Windows sets timer precision from 1ms to 15ms, we need to set the precision to the highest one (1ms). Although it's still not enough, we need to make some tricks in the FPS controlling code, that is, don't sleep if the interval is equal or less than 1 millisecond.
* Untabify code.
* [libcocos2d.vcxproj, libcocos2d.vcxproj.filters] Removed entries for non-existent files that were causing "Build is out of date" issues in Visual Studio
[project.pbxproj] Removed entries for non-existent file
* [libcocos2d.vcxproj.filters] Renamed CCStencilStateManager.h extension to .hpp.
* [libcocos2d.vcxproj, libcocos2d.vcxproj.filters] Removed entry for file CCDownloaderImpl.h which does not exist.
* Changed extension of CCStencilStateManager.hpp to .h
* Added support for VS2017 in project files.
* [libcocos2d.vcxproj, libcocos2d.vcxproj.filters] Removed entries for non-existent files that were causing "Build is out of date" issues in Visual Studio
[project.pbxproj] Removed entries for non-existent file
* [libcocos2d.vcxproj.filters] Renamed CCStencilStateManager.h extension to .hpp.
* [libcocos2d.vcxproj, libcocos2d.vcxproj.filters] Removed entry for file CCDownloaderImpl.h which does not exist.
* Changed extension of CCStencilStateManager.hpp to .h
* fixed#17494: Adds setTimeout to wrap NSTimer since ‘timerWithTimeInterval:repeats:block’ is only available from iOS 10, macOS 10.12.
* Sets _timeoutCallback to nullptr if onTimeoutCallback is called.
* Fix custom event being discard during event emission
* Fix tilemap black line issue
* Fix auto bindings config
* Adapt websocket to new memory model
* Improve cocos2d_specifics code stability
* Fix issue with get_or_create_js_object function
* Improve memory usage in function wrapper invocation
* Use JS Function bind to avoid memory tracking issues
* Support size parameter to collect total byte size before update process
* Fix download resuming issue on Android
* Remove temporary assets when temporary manifest is invalid or out of date
* Use version compare handle to compare manifests versions
* Support max concurrent tasks setting & download verify callback
* Add Manifest::Asset conversion
* Avoid crash caused by wrappers
* Sync implementation of tested and published AssetsManagerEx from Cocos Creator
* Fix linux compilation issues
* Improve the AndroidStudio configuration of test projects to fit the new implementation of cocos compile.
* Improve the AndroidStudio configuration of templates to fit the new implementation of cocos compile.