
- #GAME STUDIO FOR MAC UPDATE#
- #GAME STUDIO FOR MAC ANDROID#
- #GAME STUDIO FOR MAC CODE#
- #GAME STUDIO FOR MAC SIMULATOR#
- #GAME STUDIO FOR MAC MAC#
Modified builtin texture generation + particle unit test.Optimized fixedArea mode culling process.Detach from scene before destroying Model/Light.Fixed skeleton model receive shadow macro error and toon shadow display errors.Cache systemInfo on Cocos Play platform.Disable multi_draw extension on mobile.Fixed UseHDR button & Skybox HDR status.Fixed terrain _updateHeight texcoord error.Open ddx ddy extension on safari WebGL1.Position Delete & Normal Compress in deferred pipeline &.Change define(CC_DIR_SHADOW) to uniform(cc_lightDir.w) &.Multiple Cameras support rendering to the same RenderTexture &.Optimize fixedArea mode culling process.Fixed Android+WebGL PS struct variables has unexpected mediump precision &.
#GAME STUDIO FOR MAC CODE#
Removed origin code for twice call to java method. updateLightingMap sync to native-engine &. Fixed particle switch cpu / gpu bug caused by alignment space. Fixed skeleton animation cross fade/play won’t stop last animation. Avoid one MeshRenderData upload repeat. Fix: keep children with same layer in editbox. Fixed planar-shadow normal is zero &. Separated IA range and buffer range in MeshRenderData. Added MeshRenderData.resize for changing both buffer size and IA size.
Cleared attachment for editor camera render area. Fixed EventDispatcherPriority, ensure UI have higher priority than input. Enable model after playing instead of onEnable. Fixed touch event on IMAGE STENCIL mask component. Added sprite frame event off & fix renderData hash bug. Improved mesh buffer to avoid iOS14 performance drop. Fixed the problem of deferred pipeline multi-execution transparent queue. M1 deferred rendering issue: fbf & write to same texture not fully support. Android: Java flush game thread tasks. #GAME STUDIO FOR MAC UPDATE#
DragonBones needs to call ArmatureDisplay.markForUpdateRenderData after setting the position to update correctly:.
SkeletalAnimation cannot have a valid setTime call without calling play.Slider cannot be smoothly dragged in ScrollView: solution planned in v3.4.2.Fixed the crash when three Cocos games are running at the same time in the debug mode on the windows platform.
#GAME STUDIO FOR MAC ANDROID#
Fixed the problem that Sphere Light doesn’t work correctly on Android Web.Fixed the problem of performance degradation introduced by getSystemInfoSync on Cocos Play and WeChat platform.
#GAME STUDIO FOR MAC MAC#
Fixed iOS & Mac Safari does not support USE_REFLECTION_DENOISE. Fixed the problem that the UseHDR button has the opposite effect when switching scenes. Fixed the problem that burst does not behave correctly after replaying after pause. Fixed the problem that the profiler disappears after restarting in debug mode. Fixed the problem that Label spacingX property is not serialized. Fixed some memory fragmentation issues on the native platform. Fixed the problem that multiple camera outputs are overwritten when rendering to the same RenderTexture. Fixed the color setting problem of TiledLayer. Fixed the problem of using animation crossFade API. Fixed the problem of independent use of SkeletalAnimation sample API. Fixed the problem that the game logic stops when the Android platform enters the background. Fixed the problem of abnormal exit when restart is called for the second time in iOS/macOS. Fixed the problem of performance degradation in shadow collection logic. Fixed event dispatch priority so that UI listeners always take precedence over input event listeners. Limit the maximum device pixel ratio of the web platform to 2, and fixed the performance degradation caused by it. #GAME STUDIO FOR MAC SIMULATOR#
Fixed the problem that an error will be reported when compiling the simulator. Fixed the response speed problem when the editor has too many startup scripts. Slightly optimized the performance of the particle system. Enable WebGL 2.0 on WeChat to prepare for future WeChat versions that support WebGL 2.0. py now supports modification parameters from override material. Optimized the state management of 2D rendering components: UV and Color now fill immediately to avoid polluting the VB state.
Refactored 2D batching strategy, RenderData holds static VertexBuffer memory to optimize 2D rendering performance on all platforms.