* [game] Uses global compartment.
* fixed cocostudio bug.
* Fixes Memory leak for JSB.
* Memory leak in ActionsTest.js
* js_callfunc binding check whether jsThis is valid.
* Fixes potential crash in DownloadDelegator .
* CCLOG -> CCLOGINFO for garbage collect callback.
* jsb_c_proxy_s is a struct which contains a JS::Heap<> cpp object. Need to use `new`/`delete` to manage its memory.
* The functionality of JS controls C++ object's lifecycle isn't stable enough, please don't enable it now. Make an error if user enables it.
* Compilation error fixes.
* Removes unused JSAutoCompartment since we use JS_EnterCompartment/JS_LeaveCompartment now.
* 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* Remove temporary assets when temporary manifest is invalid or out of date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
* Add EventDispatcher#hasEventListener (sync from creator)
* Fix function wrapper using js object during its gc
* Support more system languages
* Direct log/error for better understanding problems & add sys.now
* Synchronize Editbox APIs
* Synchronize Scheduler.PRIORITY_NON_SYSTEM const
* Upgrade web engine
* Upgrade test cases
* Manually bind EventDispatcher::addCustomEventListener to avoid memory issue
* Manual bind EventListeners’ create to avoid memory issue
* Fix compilation issue when COCOS_DEBUG = 2
* Unify function name of Texture2D::releaseTexture
* Fix compilation issues and update web & bindings-generator
* Fix lua compilation issue
* Use %ld instead of %zd
* Separate FinalizeHook for ref objects and non ref objects
* Fix spine TrackEntry recursive conversion issue by using getter
* Fix crash during Wrappers deallocation (possible to have leak)
* Increase default JS heap to 32 mb
* Update engine version
* Add change log of web engine
* Improve cc.formatStr
* Fix chipmunk crash issues when using setDefaultCollisionHandler
* Add change log for JSB and update web engine ref
* Add EventDispatcher#hasEventListener (sync from creator)
* Fix function wrapper using js object during its gc
* Support more system languages
* Direct log/error for better understanding problems & add sys.now
* Synchronize Editbox APIs
* Synchronize Scheduler.PRIORITY_NON_SYSTEM const
* Upgrade web engine
* Upgrade test cases
* Manually bind EventDispatcher::addCustomEventListener to avoid memory issue
* Manual bind EventListeners’ create to avoid memory issue
* Fix compilation issue when COCOS_DEBUG = 2
* Unify function name of Texture2D::releaseTexture
* Fix compilation issues and update web & bindings-generator
* Fix lua compilation issue
* Use %ld instead of %zd
* Update js auto binding settings with new ndk version
* Remove unnecessary property from Ref
* Merge part of Cocos2d-x-lite :
1. Improve network bindings
2. Use nullptr instead of NULL
3. Remove usage of some deprecated APIs
4. Add some defensive code and cleanup
* Fix spine track entry circle referencing issue
* cocos2d/cocos2d-x#16327: Fix global object leak issue in JSB
* Improve ScriptingCore::evalString, old implementation have been deprecated in Spidermonkey
* Update JS versions
* Add docs for web v3.13
* Improve ScriptingCore
* Manual merge cocos2d/cocos2d-x#16383 by DavidDeSimone
* Fix auto bindings configurations
* Update web ref
Instead of using two uthash entires, it uses two unordered_map entries.
Benefits are:
easier to debug. I can inspect the contents of the unorderd_map with the
debugger
less memory. I don't need to allocate two proxies. I only allocate one
proxy and I added it into both maps
If also fixes an important bug when unrooting objects. Unroot was
cleaning the heap object. So now proxy adds a _jsobj, which is a raw
pointer. Needed under certain cases.
commit aff4e27200a77db60b13ea30c2457558e5f53059
Author: Ricardo Quesada <ricardoquesada@gmail.com>
Date: Thu Dec 10 17:58:41 2015 -0800
compiles with new GC model
commit 1fa69cd71231d56371cd45a378e50a1888308b42
Author: Ricardo Quesada <ricardoquesada@gmail.com>
Date: Thu Dec 10 17:41:15 2015 -0800
Animation3D works Ok
commit d439969caf7e6fe83a74e37d078c4361a08cb816
Author: Ricardo Quesada <ricardoquesada@gmail.com>
Date: Thu Dec 10 13:39:50 2015 -0800
Sprite3d create: converted to new API
commit aabe449e4a968fad882c44df9be787eb7c3bfcec
Author: Ricardo Quesada <ricardoquesada@gmail.com>
Date: Thu Dec 10 13:27:33 2015 -0800
ouch...
commit 688ab610a8cb7607bc3c51b8ca01d800ef3c9794
Author: Ricardo Quesada <ricardoquesada@gmail.com>
Date: Thu Dec 10 13:12:25 2015 -0800
Spawn/Sequence init* were not bound
Fixed. Now JS Scheduler Test works Ok