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Game studio for mac
Game studio for mac




game studio for mac
  1. #GAME STUDIO FOR MAC UPDATE#
  2. #GAME STUDIO FOR MAC ANDROID#
  3. #GAME STUDIO FOR MAC CODE#
  4. #GAME STUDIO FOR MAC SIMULATOR#
  5. #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.
  • game studio for mac

  • 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:.
  • game studio for mac

    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.
  • game studio for mac

    Refactored 2D batching strategy, RenderData holds static VertexBuffer memory to optimize 2D rendering performance on all platforms.






    Game studio for mac