axmol/CHANGELOG.md

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axmol-2.0.0 Sep.9 2023
- Add *experimental* WebAssembly build support(WebGL 2.0) by [@nowasm](https://github.com/nowasm)
- List of known issues maybe *help wanted*
- WebGL context lost not handled yet
- A demo avaiable on axmol gh-pages: [`cpp-tests.html`](https://axmolengine.github.io/axmol/wasm/cpp_tests/cpp_tests.html), build from branch `dev`
- Note: Follow functionals require wasm pthread support, and needs server enable https://web.dev/coop-coep/ response with specified header, and by default thread support was enabled by axmol client build commands
- AudioEngine
- ASTC multi-thread software decoder
- `TextureCache::addImageAsync`
- `MeshRenderer::createAsync`
- Extension: live2d not support due to it's sdk core not opensource and not contains wasm prebuilt libs
- Quick build and run `cpp_tests` on local machine, the command use `emrun` to preview, and it's response with specified headers which wasm pthread support required, so above functionals with multi-threading works well.
- `axmol run -p wasm -xb "--target,cpp_tests"`
- Add 2 cmake options: `AX_WASM_THREADS`, `AX_WASM_SHELL_FILE`, refer to [CMakeOptions.md](CMakeOptions.md)
- OpenGL3/GLES3 support, add new cmake option `AX_GLES_PROFILE` to control GLES profile, refer to [#1279](https://github.com/axmolengine/axmol/issues/1279)
- Mesh instancing draw support
- Use [glslcc](https://github.com/axmolengine/glslcc)(a spriv-corss & glslang wrapper tool) as new shader workflow, write shader by ESSL310, build to target platforms:
- MSL for Apple(macOS/iOS/tvOS)
- ESSL300 for Android, ANGLE
- GLSL330 for Desktop GL
- GLSL100 for Android old devices e.g android-4.2
- Restrict ESSL310 input shader: please only define 1 uniform block at per shader stage
- Improve ProgramManager for loading custom shader program more easy
- Improve text rendering, label SDF outline support
- Improve FileStream, handle large 4GB+ files
- Improve ASTC hardware support detection
- Use ANGLE as default renderer library on win32
- Thirdparty Updates
- ANGLE: 113.0.5672.128 ==> 115.0.5790.173
- curl: 8.1.2 ==> 8.2.1
- fmtlib: 10.0.0 ==> 10.1.0
- FreeType: 2.13.0 ==> 2.13.2
- llhttp: 8.1.1 ==> 9.0.1
- OpenSSL: 3.0.9 ==> 3.0.10
- webp: 1.3.0 ==> 1.3.1
- xxHash: 0.8.1 ==> 0.8.2
- zlib: 1.2.13 ==> 1.3
- API changes:
- CHANGED: The prototype of [`ProgramManager::registerCustomProgram`](https://axmolengine.github.io/axmol/manual/latest/d1/db2/classax_1_1backend_1_1_program_manager.html#ab0c9fa9f0ebef5f20a868e2ea6cdc631) was changed
- ADDED: `ProgramManager::loadProgram`
- REMOVED: `ProgramManager::getCustomProgram`
- REMOVED: `CommandBuffer::setLineWidth`
- Many other improvements
axmol-1.0.1 Sep.8 2023
- [NEW] Add [`install-pwsh.sh`](https://github.com/axmolengine/axmol/blob/dev/install-pwsh.sh) to make installing powershell on `macOS`, `Ubuntu`, `ArchLinux` more easier
- [NEW] **Axmol console next**, now almost powershell (except luabinding generator required python3)
- The axmol console commands `axmol run`, `axmol deploy` aslo support `winuwp`
- *The axmol console commands not only used by axmol, it's could be used to build any other project based on cmake build system*, i.e, goto any cmake based project directory, then run command: ```axmol build -p win32 -xb "--target, <your_project_cmake_target>"```
- [NEW] `ArchLinux` now official supported by axmol community, means, with 2 steps:
1. `install-pwsh.sh`
2. `pwsh .\setup.ps1`
then you can compile for targets: `linux` and `android` (apk) by commands in your axmol's project root directory
- `axmol build -p linux` for linux
- `axmol build -p android -a arm64` for android
- [REFINE] Lock android ndk revision to **r23c**
axmol-1.0.0 Aug.9 2023
- [HIGHLIGHT] Reimplemented MediaPlayer support play media(video/audio) files for all platforms, and ui::VideoPlayer was renamed to ui::MediaPlayer
- [HIGHLIGHT] Windows Store UWP apps support
- [HIGHLIGHT] Add build windows with llvm-clang + ninja support
- [HIGHLIGHT] Add extensions `Effekseer` support
- [HIGHLIGHT] Replace all string map with `robin_map` which support heterogeneous lookup
- [HIGHLIGHT] Add precompile_headers all platforms support, thanks to @crazyhappygame
- [HIGHLIGHT] Refactor `VertexLayout` sharing mechanism
- [HIGHLIGHT] Refactor shader program management: link when use, rename `ProgramCache` to `ProgramManager`
- [HIGHLIGHT] Improve MeshRenderer #879 thanks @solan-solan (#904)
- [HIGHLIGHT] Improve model loader, auto set texture for .obj file when texture path not specified
- [HIGHLIGHT] Add apple M1, android x64 support, contributed by @pietpukkel
- [HIGHLIGHT] Add apple tvos support, thanks to @paulocoutinhox
- [HIGHLIGHT] Add Particle System Animations, Alpha Masks & Improvements, thanks to @DelinWorks
- [HIGHLIGHT] Add wireframe rendering and function classification improvements, thanks to @DelinWorks
- [HIGHLIGHT] Improve text rendering
- [HIGHLIGHT] Improve windows workflow, support linking with engine prebuilt libs
- [HIGHLIGHT] Improve spine RTTI compare performance when compiler string pooling enabled
- [HIGHLIGHT] Implement Windows WebView using WebView2 Edge Chromium, thanks to @rh101
- [HIGHLIGHT] Windows x64 build support
- [HIGHLIGHT] Support custom texture atlas formats, thanks to @rh101
- [HIGHLIGHT] Downloader realtime md5 checksum calculation support
- [HIGHLIGHT] Decompress astc parallel support
- [HIGHLIGHT] Reimplement HttpClient based on yasio for concurrent http request support
- [HIGHLIGHT] Improve Lua RTTI performance and less memory cost
- [HIGHLIGHT] Virtual File System support, thanks to @rh101
- [HIGHLIGHT] Refactor lua loader, speed up 30%+
- [HIGHLIGHT] Update plainlua version to 5.4.4
- [HIGHLIGHT] Use Openal-Soft for all platform
- [HIGHLIGHT] Refactor UserDefault with mio, speed up 100x+
- [HIGHLIGHT] Implement all .wav formats supported by Openal-Soft, such as MS-ADPCM, ADPCM
- [HIGHLIGHT] Use modern GL loader glad (v2.0.2)
- [HIGHLIGHT] Add google angle (version 5672) renderer backend support for windows
- [HIGHLIGHT] Update codebase to C++ 17/20 standard
- [HIGHLIGHT] Remove tinyxml2
- [HIGHLIGHT] Use fast pugixml
- [HIGHLIGHT] Spine-3.6~4.1 support, default is 4.1
- [HIGHLIGHT] ASTC 4x4/6x6/8x8 support (if hardware decoder not present, use software decoder)
- [HIGHLIGHT] ETC2 RGB/RGBA support (if hardware decoder not present, use software decoder)
- [HIGHLIGHT] ImGui integrated for Android platform, thanks to @rh101
- [HIGHLIGHT] ImGui integrated for PC platforms
- [HIGHLIGHT] Add extension `FairyGUI` support
- [HIGHLIGHT] Add extension `Live2D` support
- [HIGHLIGHT] Use curl for transferring data with URL syntax
- [HIGHLIGHT] Modularize all optional extension, move from engine core to folder extensions
- [HIGHLIGHT] Improve thirdparty libs building, 100% of them build from sources or github actions with latest toolchain, see also: `axmolengine/buildware`
- [HIGHLIGHT] Add new API `Director::setChildrenIndexerEnabled` for speed up getChildByTag & getChildByName support
- [HIGHLIGHT] Add new API `FontFreeType::setStreamParsingEnabled` for stream parsing support . It's very useful for reducing memory costs when loading a large .ttf font file
- [HIGHLIGHT] Remove all unnecessary `std::nothrow` stubs
- [HIGHLIGHT] Use c++17 string_view instead `const std::string&`
- [HIGHLIGHT] Improve code quality (stage1.Oct) (#916)
- [HIGHLIGHT] Remove CC prefix from code file name
- [NEW] Add closeKeyboard() method for EditBox, thanks to @theunwisewolf
- [NEW] Added automake and automake to dependency list, thanks to @clawfinger
- [NEW] Add primitive type support for mesh materials, thanks to @DelinWorks
- [NEW] Add int64_t/uint64_t support for `cocos2d::Value`
- [NEW] Add support for scaling for RichElementImage, thanks to @theunwisewolf
- [NEW] Add fmtlib 10.0.0
- [NEW] Add llhttp 8.1.0
- [NEW] Add return type 'ResourceData' for lua bindings, thanks to @tkzcfc
- [NEW] Add spine binary support for lua bindings, thanks to @tkzcfc
- [NEW] Add GL_RGBA32F GL backend support by @solan-solan
- [NEW] CI: add upload android apk support by @crazyhappygame
- [NEW] Add Anchored Sprite Class by @DelinWorks
- [NEW] Update app icon to Axmol logo by @rh101
- [NEW] Add HSV/HSL types support by @DelinWorks
- [NEW] Add support for haptic feedback on iOS and Android devices by @maksg
- [FIX] Fix for UIEditBox password on Mac/iOS (Montery+/15+), thanks to @Niborski
- [Fix] Fix to ensure Component::onEnter() is called (#867), thanks to @rh101
- [Fix] Fix Label overflow shrink bug
- [FIX] Fix uniform location mismatch when more than 1 spine with different shaders
- [FIX] Fix imgui draw frame cause afterimage when game scene nothing to draw
- [FIX] Set global Z value of label debug layer to be the same as the parent label to fix display issue
- [FIX] Use TTF scaled metrics to calculate line height, thanks to @rh101
- [FIX] Fix Memory leak in ShaderModuleGL::getErrorLog(), thanks to @Xrysnow
- [FIX] Fix console output text encoding for win32
- [FIX] Fix charset process for fontName on win32
- [FIX] Fix crash on ParticleBatchNode::updateProgramStateTexture()
- [FIX] Fix crash on SpriteBatchNode::appendChild when CC_SPRITE_DEBUG_DRAW==1
- [FIX] Fix Lua can't get `unsigned char` or `unsigned int` values of `ValueMap`
- [FIX] Fix crash on AudioEngine::end after the `Director` was destroyed
- [FIX] Fix font atlas will leak when it does not exist in the atlas cache, thanks to @rh101
- [FIX] Fix ScrollView shows incorrect position in vertical direction some time, thanks to @wzhengsen
- [FIX] Fix Spine ClippingAttachment doesn't work
- [FIX] Fix render problem with boss.obj
- [FIX] Fix downloader crash in lua coroutine, thanks to @tkzcfc
- [FIX] Fix memory leak (VertexLayout) at `Program` constructor
- [FIX] Fix missed edge case when resizing the memorymapped file in UserDefault that could cause a crash, thanks to @theunwisewolf
- [FIX] Fix http post with uri params
- [FIX] Fix extension issue - FairyGUI BMFont don't load, reported by @theSlyest
- [FIX] Fix download task creation failure Program crash, reported by @tkzcfc
- [FIX] Fix charset process in glfwCharCallback (cocos2dx-all)
- [FIX] Fix positionColorLengthTexture.vert shader compilation, thanks to @DelinWorks
- [FIX] Fixed resize on Windows by @Niborski
- [FIX] Trim leading space from wrapped lines of text in RichText by @rh101
- [FIX] Fix TileMap OpenGL pixel-tolerance by @DelinWorks
- [FIX] Fix TileMap flipped/rotated animated tiles incorrect rendering by @DelinWorks
- [FIX] Fix TiledMap sprite position by @rh101
- [FIX] Fix for incorrect tile sprite setup on creation by @rh101
- [FIX] Fix return reference to local temporary value by @rh101
- [FIX] Fix TMX Tiled Map CSV, BASE64, & ZLIB incorrect parsing by @DelinWorks
- [FIX] Fix to ensure new line is correctly added to RichText by @rh101
- [FIX] Fix tilemap camera move and zoom culling by @DelinWorks
- [FIX] Fix some audio test case can't hear sound
- [FIX] Fix RenderTexture memory leak and increased memory usage when initWithWidthAndHeight is called by @rh101
- [REFINE] Improved error handling in shader initialization by @CodeAndWeb
- [REFINE] Move getWroldPosition from Widget to Node class, thanks to @rh101
- [REFINE] Improve `FileUtils::addSearchPath`, thanks to @tkzcfc
- [REFINE] Allow the forced reformatting of RichText contents, thanks to @rh101
- [REFINE] Upgrade android toolsets to ndk-r23 LTS
- [REFINE] CCValue move construct and assign with std::string support
- [REFINE] Improve windows dev workflow, use working directory instead copy resources to build binary directory
- [REFINE] Add lua debug project file to lua project template
- [REFINE] Remove lua 64bit spec search path, since we can compile compatible bytecode for both plainlua and luajit
- [REFINE] Put stats labels to safe origin to make sure we can see it integral at some mobile device
- [REFINE] Improve cmake scripts
- [REFINE] Replace deprecated repo `jcenter` with `mavenCentral`
- [REFINE] Lua-5.4 compatible
- [REFINE] Improve cmdline-tools
- [REFINE] Ensure label underline node has the same global Z value as the label node to fix visibility issue when global Z is not 0
- [REFINE] Improve android astc support check
- [REFINE] Improve the "Physics part" (#379), thanks to @aismann
- [REFINE] Rename command line to to `axmol`
- [REFINE] Update imgui to 1.88
- [REFINE] Rename thirdparty folder `external` to `thirdparty`
- [REFINE] Building plainlua as dll on windows always for debugger happy to debug app quickly
- [REFINE] Avoid OS_WINDOWS conflict with system macro
- [REFINE] Update OpenSSL to v3.0.x latest
- [REFINE] Update FreeType to latest
- [REFINE] Use Freetype SDF render when label distance field enabled
- [REFINE] Always enable string pooling for msvc on cmake
- [REFINE] Change DrawNode api color parameters from `Color4F` to low `Color4B`
- [REFINE] Improve DrawNode GC allocs
- [REFINE] Use `jni.hpp` to improve jni call without method signature GC allocs
- [REFINE] Rename is64BitIOSDevice to is64BitMobileDevice
- [REFINE] Fix Android screen blank issue after unlocking device with application running, thanks to @rh101
- [REFINE] Update zlib to v1.2.13
- [REFINE] Add explicit cmake options
- [REFINE] Migrate cross platform ci checks to github actions
- [REFINE] Replace `push_back` with `emplace_back`
- [REFINE] Improve Camera, thanks to @DelinWorks
- [REFINE] Use jpeg-turbo for jpg image decoding
- [REFINE] Update clipper1 to clipper2 1.x
- [REFINE] Update flatbuffers to v2.0.8
- [REFINE] Change Program::getActiveAttributes return type to reference
- [REFINE] Rename `Sprite3D` to `MeshRenderer`
- [REFINE] Improve AutoPolygon::generateTriangles performance (#905)
- [REFINE] Add many box2d testbed, thanks to @aismann
- [REFINE] Improve c++11 for-loop performance with Universal References ([#760](https://github.com/axmolengine/axmol/pull/760)), thanks to @aismann
- [REFINE] New engine logo & splash
- [REFINE] Improve gradle scripts
- [REFINE] Replace use of deprecated sprintf with snprintf, thanks to @euler0
- [REFINE] Fix some warnings compilation in linux gcc 12.2.0, thanks to @Joilnen
- [REFINE] Add linux prebuilt support, thanks to @AsakuraMizu
- [REFINE] Fix wanings implicit conversion loses and use of deprecated function, thanks to @euler0
- [REFINE] Clarify the order of steps required to create and build new projects, thanks to @rh101
- [REFINE] Add a pool for GroupCommand rendering commands, thanks to @rh101
- [REFINE] Improve ci scripts, thanks to @crazyhappygame
- [REFINE] Improve lua and android cmake, thanks to @crazyhappygame
- [REFINE] Update libpng to 1.6.39
- [REFINE] Improve cpp template, thanks to @aismann
- [REFINE] Improve drawCircle rendering for big ring, thanks to @aismann
- [REFINE] Add windows dll build checks for GH actions
- [REFINE] Improve test naming by @DelinWorks
- [REFINE] Scrollbar visibility fix for when auto hide is disabled by @rh101
- [REFINE] Improve richtext word wrapping by @rh101
- [REFINE] Tidy project tree and full symlink support
- [REFINE] Impore Metal Renderer Dirty Detection by @Yehsam23
- [REFINE] Improve Android performance
- [REFINE] Add 1 overload AudioEngine::play2d for time offset support
- [REFINE] Improve exit flow
- [REFINE] Use ipv4 address preferred for console command server
- [REFINE] Reopen alsoft device when default device changed
- [REFINE] Factor in protected nodes when creating global Z node priority map for event dispatcher by @rh101
cocos2d-x-4.0 Dec.3 2019
- [HIGHLIGHT] Support metal
- [HIGHLIGHT] Use CMake for all platforms
- [REFINE] Update glfw to 3.3
- [REFINE] Update minizip to 1.2
- [CHANGE] remove deprecated functions
- [CHANGE] remove h5 engine and JSB
- [CHANGE] remove tiff
- [CHANGE] remove `experimental` namespace
- [FIX] system font can not work correctly on macOS 15
- [FIX] TextField can not work if using system input to get Chinese characters with iOS13
- [FIX] UIWebView uses WKWebView instead
- [FIX] VideoPlayer uses AVPlayerController instead
- [FX] lua crashes on 64it devcices