Link: https://github.com/cocos2d/cocos2d-x


[NEW]           Full support of Android Studio, can use Android Studio to edit, compile and debug C++ codes

[NEW]           Audio Engine: use `tremolo` to decode audio files to be more adaptable to Android devices and improve performance on Android

[NEW]           WebSockets and SocketIO supports SSL

[NEW]           WebSockets: add methods to get url and server selected protocol

[NEW]           Add `utils::getFileMD5Hash()`


[REFINE]        EventDispatcher: use `std::stable_sort()` to sort nodes and listeners

[REFINE]        FileUtils: add async version of common methods

[REFINE]        Label: full unicode support

[REFINE]        Renderer: enable VAO by default on Android

[REFINE]        Renderer: use std::stable_sort() to sort commands

[REFINE]        Scheduler: `unscheduleAll()` will unschedule selectors that scheduled with `performFunctionInCocosThread()`

[REFINE]        SpriteFrameCache: avoid load frames if they are already loaded

[REFENE]        Texfield: not use auto correction on iOS now

[REFINE]        TextureCache: allow to unbind asynchronous texture loading callback with a custom key

[REFINE]        WebSockets: each connection will create a virtual host

[REFINE]        WebView: can clean cached data

[REFINE]        WebSockets: allow self-assign certification

[REFINE]        3rd: update OpenSSL to v1.1.0

[REFINE]        3rd: update flatbuffer to v1.5

[REFINE]        3rd: Update Spine runtime to v3.5.35

[REFINE]        Remove support for Windows 8.1 store and phone

[REFINE]        Remove 32-bit linux support



[FIX]           Action: spawn action may be invoked more times than specified 

[FIX]           Audio engine: can not play audios in the callback set in `AudioEngine::setFinishedCallback()` on iOS, Mac and win32

[FIX]           Audio engine: crash if uncache audios in finish callback on Android

[FIX]           Audio engine: crash if playing very small mp3 audios on Android

[FIX]           Audio engine: may crash if repeat doing `play -> stop` on iOS and Mac

[FIX]           Audio engine: play2d may still wait 2 seconds if preload is too fast

[FIX]           Audio engine: preload many audios may cause crash on devices that use Samsung Exynos CPU

[FIX]           Application: `openURL()` return wrong valueo on Linux

[FIX]           Core: out scene's `onEnterTransitionDidFinish` is not triggered if using transition scene with `Director::runWithScene()`

[FIX]           CheckBox: can receive touch up event that is released far from it

[FIX]           Downloader: is not thread safe and may cause rondom crash on Android

[FIX]           DrawNode: can't change opacity

[FIX]           GLProgram: memory leak

[FIX]           HttpClient: may crash on Android 4.2

[FIX]           Label: ttf font line wrap

[FIX]           Label: wrong effect if ttf font line gap is not 0

[FIX]           Label: memory leak with ttf font

[FIX]           Label: call `disableEffect()` many times will compress the label to one character

[FIX]           Mesh: enable depth write by default

[FIX]           Node: calling `reorderChild()` does not update touch lister with scene graph priority

[FIX]           PageView: `getCurrentPageIndex()` returns -1 when created and haven't scrolled

[FIX]           Physics2d: can not apply velocity to kinematic bodies

[FIX]           Scheduler: an unscheduled selector may be invoked many times

[FIX]           Scheduler: selector is not moved in time

[FIX]           Simple Audio Engine: `unloadEffect()` doesn't work on Android 5.0.1 devices

[FIX]           Simple Audio Engine: `ConcurrentModificationException`

[FIX]           SokcetIO: use wrong default port for connection

[FIX]           Sprite: texture and shader lost after restore from background on Android if using ETC1

[FIX]           WebSockets: memory leak

[FIX]           WebSockets: doesn't parse url correctly

[FIX]           WebSockets: may crash in random

[FIX]           Vec4: error logic of operator '<'

[FIX]           Android: accelerometer uses wrong time accuracy

[FIX]           iOS: may crashed if multiple OpenGL ES contexts coexist

[FIX]           Windows: bad performance

[FIX]           Windows: link error when compiling in release mode

[FIX]           Lua: content after '\0' of a string is cut off when passing a string to C++ or vice versa

[FIX]           Lua: lua_cocos2dx_Widget_addTouchEventListener crashed

[FIX]           Lua: can not get binary data from file

[FIX]           JSB: XMLHttpRequest supports notifying progression

[FIX]           JSB: invoke `jsb.reflection.callStaticMethod` many times will cause `JNI max table=512` exception on Android

[FIX]           Others: `download_deps.py` depends on git command



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