This fixes a long standing bug from the Cocos2d-x 3.x days that I fixed in our source code for our games with it. I never made a pull request to Cocos2d-x since they stopped development and maintenance, but thought it might be useful for Axmol!
This bug has existed since the Cocos2d-x 3.x days. If you set the global z order of a ClippingNode to anything other than the default value, then the ClippingNode fails to clip anything unless the global z order is also set for the Stencil of that ClippingNode. This change makes the ClippingNode._stencil's global z order to follow the ClippingNode's. (Note: you could still manually set the global z order of the stencil as desired to break the clipping. But now the default behavior works correctly and the way one would expect.)
If a UIWidget gets focus, and then loses focus (but another UIWidget doesn't gain focus when it does so). Then that original UIWidget cannot be re-focused until a different UIWidget gets focus first.
This PR adds borderless windowed mode support to the GLViewImpl class. For backwards compatibility the setWindowed function uses a default parameter of 'false' for borderless.
* Add CC_USE_CULLING Alias to cocos2d.h
Spine runtimes check for CC_USE_CULLING, but Axmol never defines an alias for CC_USE_CULLING to point to the config definition for AX_USE_CULLING. This solves that issue.
* Fix same uniforms in fragment and vertex shaders not working in Metal
* Add missing copyright
* Fix lua bindings for UniformLocation conversion
* Fix uniform mismatch in positionNormalTexture.vert and colorNormalTexture.frag
* Enable ProgramState::setFragmentUniform() only for Metal