Cocos Creator Changelog

What's new in Cocos Creator 2.4.3

Oct 15, 2020
  • Improvements:
  • Optimize the size of the JSON file after construction, and merge all JSON, which can reduce the size of JSON by up to 30%
  • Upgrade the Cannon physics engine version to 1.1.1
  • The native platform supports the use of breakpoint resume after downloading remote resources fails[#345]
  • Optimize the editor’s import speed of Plist resources
  • Optimize the performance of executing cc.resources.load in the editor
  • Support loading Asset Bundle [#153]
  • Engine:
  • [CORE]Fix the problem of shared attributes in the clone method of SpriteFrame [#7030], thanks to Xiaopang Dacheng
  • [CORE]Fixed the issue that resources cannot be removed from the build when editorOnly acts on resource properties[#7048]
  • [CORE]Fixed the problem that the calculation results of cc.Quat.rotateX, cc.Quat.rotateY, cc.Quat.rotateZ may be incorrect [#7036]
  • [CORE]Fixed the problem that z value is reset to 0 when setPosition and setScale do not pass in z value [#7104], thanks Dacheng Xiaopang
  • [AUDIO]Fixed the problem that AudioSource could not get duration[#7035]
  • [AUDIO]Fixed the problem that the AudioSource component checked loop and mute invalid [#6935]
  • [AUDIO]Fixed the issue that audio did not stop playing when switching scenes[#7317]
  • [PARTICLE] Fix the issue that the particle system InputAssembler is not cleared [#7060], thanks to caogtaa
  • [PARTICLE]Fixed the issue that the particle system component cannot switch to other SpriteFrame in the gallery[#7000]
  • [LABEL]Fixed some spikes in Label rendering[#7132]
  • [LABEL]Fixed the issue of color property sharing of LabelOutline, LabelShadow, MotionStreak components [#7027]
  • [LABEL]Fixed the problem of invalid label color modification in start. [#7018]
  • [LABEL]Fixed the problem of invalid modification of string attribute when text is hidden in BITMAP mode. [#7003]
  • [PHYSICS]Fixed the problem that once a rigid body enters dormancy, collision with other rigid bodies cannot produce collision effects[#7119]
  • [CAMERA] Fix the crash when rendering EditBox, VideoPlayer, WebView when there is no camera, [#332]
  • [CAMERA] Fix the problem that the correct size of the camera cannot be obtained in the onLoad function, [#7073]
  • [WIDGET]Fixed the issue that when widget is set to ON_WINDOW_RESIZE, there is no update when setContentSize is used [#7275]
  • [ASSET] Fix the problem of loading the same Asset Bundle multiple times and failing to load [#7424]
  • [ASSET] Fix the problem that loading the same image by calling loadRemote continuously [#6941]
  • [ASSET]Fixed the problem that the progress callback is still being executed after the resource loading fails[#7121]
  • [ASSET] Fix the problem that the return value of Bundle.load is not an array when passing in an array [#6923]
  • [ASSET] Fix the problem that the script loading order may be incorrect [#7065]
  • [ASSET] Fix the problem that Sprite.spriteFrame cannot be switched during lazy loading, [#7233]
  • [ASSET] Fix the problem of calling cc.resources prematurely in the project script and prompting that it does not exist.
  • Native:
  • Fix the issue of the wrong width and height of SafeArea components on Android platform [#2562]
  • Fix the issue that SafeArea is not recalculated after Android rotation [#337]
  • Fix the problem that the gravity sensor is not correct after the iOS device screen is flipped [#2791]
  • Fix the problem that the iOS device orientation is set to upside down and the display is wrong [#2787]
  • Fix the issue that the iOS platform is rotated immediately when the LaunchScreen screen is displayed, and the touch coordinates may be abnormal [#309]
  • Fix the crash issue below Android 4.4 [#2532], thanks to deyongzhong
  • Fix potential memory leaks and null pointer problems [#2512], thanks to quink-black
  • Fix the issue that popping and retracting EditBox causes the screen width to change [#2630]
  • Fix the problem that the cursor will automatically jump to the end when editing text in EditBox on iOS [#2669]
  • Fixed the issue that EditBox Korean Lenovo was interrupted under iOS [#2669]
  • Fixed the problem that temporary files were not deleted after downloading resources failed [#2629]
  • Fix the problem of incorrect splicing of cache resource paths on iOS[#311]
  • Fix the problem that the spine and dragonbone on the remote server cannot be displayed [#322]
  • Fix Dragonbone crash problem[#351]
  • Added ENABLE_NATIVE_TTF_RENDERER macro to control whether to use native renderer for ttf font rendering [#7053]
  • Fix the problem that the native platform cannot open mipmap [#2689]
  • Fix the problem of spotlight rendering error on native platform [#2695]
  • Fix the problem that exceptions in the async function will not be printed [#328]
  • Fix the problem of inaccurate jump of iOS VideoPlayer [#2531], thanks goesByhc
  • Fix the problem that VideoPlayer.play is called when the video is not loaded and will not play [#329]
  • Fix the issue of abnormal crash when calling CallStaticObjectMethod[#2706]
  • Fix the problem that the native platform cc.game.restart reports errors [#347]
  • Fix the problem that the native platform ttf resource fails to load on the remote server [#7380]
  • Editor:
  • Fix the problem that undo will report an error when adding DontSave private mark to the object in the editor
  • Fix the problem that the return value of cc.resources.loadDir in the editor is inconsistent with the runtime
  • Fix the problem of loading all resources in Asset Bundle during preview
  • Fix the problem that JSON files cannot be merged completely after setting Bundle to merge all JSON files
  • Fixed an issue that caused the editor to crash when there is a problem with the RichText data in the scene or prefab in rare cases
  • Fixed the problem that animation cannot be loaded when the timeline panel pops up
  • Fix the problem that the gizmo is not updated when the center value of SphereCollider3D is modified in the editor.
  • Improve the editor UI
  • Fix the problem of loading failure when previewing the built project
  • Fixed the problem that the dependent resources were not exported when exporting resources
  • Fix the problem that the auto-atlas in the plugin cannot be built
  • Fix the issue that the frame event parameter added by the animation editor is invalid when the value of the boolean type is false
  • Fix the problem that the preview error is reported when the physical module is not checked [#7075]
  • Mini Game:
  • Fix the problem that the input state of the mini game is chaotic when the input box is switched when the soft keyboard is pulled up [#136]
  • Fix the problem that loadRemote cannot load pictures in the temporary directory [#155]
  • Fix the problem that XHR cannot set the timeout property on WeChat[#164]
  • Fix the problem of audio playback failure on some small game platforms [#7341]
  • Web:
  • Fix the problem that the video cannot be paused when clicking on the video in Firefox [#7372]
  • Fix the problem of low frame rate on iOS14 devices [#7415]
  • Upgrade Tips:
  • Upgrading a project from a previous version of Cocos Creator is irreversible. Please backup the old version of the project before upgrading.
  • Projects under development can usually be upgraded seamlessly, but because of the uniqueness of each project, developers should conduct a technical evaluation based on their project’s own needs. If developers encounter difficulties in upgrading, please feel free to give us feedback and we will try our best to assist. In addition, due to stability considerations, it is recommended that projects that are about to be launched or already launched be upgraded with caution.

New in Cocos Creator 2.4.2 (Aug 9, 2020)

  • Following the release of v2.4.1 last week, Cocos Creator has brought you the long-awaited byte game platform support! A new platform always means new opportunities and challenges, and will bring more users and potential to developers. We also look forward to the explosion of more excellent products on byte games! We recommend that developers who need to release byte games upgrade the engine to the latest version to get the best experience.
  • What’s new:
  • Byte games:
  • The byte game is developed based on the full product matrix of Bytedance and includes such creations as Today Toutiao, TikTok and Today Toutiao Speedy Edition. It does not require users to download, just click to open the new game type that is ready to play. ByteDance’s full product matrix takes content distribution as the core, and promotes the distribution of small games through content, and uses content to bring volume and fission to small games. Currently, there are very rich application scenarios. There are traffic portals in natural search, feed stream, personal homepage, small video, video comment area, etc. For detailed instructions, please refer to the Understanding Mini Games: Overview of Traffic Portals article (Chinese Only). In terms of revenue, ByteDance currently supports both advertising and in-app purchases.
  • For games developed with Cocos Creator, developers only need to select the ByteDance game publishing platform when building, and Cocos Creator automatically completes the adaptation and building. For details, please refer to the Publish to Byte Games documentation.

New in Cocos Creator 4.0 (Jun 8, 2020)

  • After one year’s hard work, we are happy to announce that cocos2d-x v4.0 is released. If you want metal support on iOS/macOS, then you should use this version. If not, then you can still use v3.x.
  • Spine runtime is not included in the zip file as the codes is not merged in Spine runtime official repo. But you can check out the PR 3 to use spine runtime. Or you can get the patch file 3 and do patch by yourself. The patch file is generated by git diff commands.
  • Features
  • support metal on iOS/macOS
  • use CMake for all platforms
  • update GLFW to 3.3
  • update minizip to 1.2
  • remove deprecated functions
  • remove h5 engine and JSB
  • remove tiff
  • remove SimpleAudioEngine
  • remove experimental namespace
  • fix bug that system font can not work correctly on macOS 15
  • fix lua crash on 64-bit devices
  • fix bugs for iOS 13
  • UIWebView uses WKWebView instead
  • VideoPlayer uses AVPlayerController instead

New in Cocos Creator 3.17.2 (Jun 5, 2019)

  • [NEW] Network added clear requests and responses method to httpclient
  • [NEW] UI VideoPlayer added ability to enable/disable looping, resonding user input
  • [NEW] UI VideoPlayer added function to set style
  • [NEW] IMEDispacher added a function to check if any IME dispatcher is active
  • [NEW] Renderer add a function to get current clearing color
  • [NEW] Lua added binding codes for EventDispathceraddCustomEventListener()
  • [REFINE] Android added optimization codes for OPPO devcies
  • [REFINE] Network improved websocket traces
  • [REFINE] Android supported Android P cutout area
  • [REFINE] FontAtlas font atlas texture initialization delayed
  • [REFINE] LOG CCLOG may block thread on windows
  • [FIX] FileUtilsfixed a bug that listFiles() can not work correctly if the file path starts with assets/ on Android
  • [FIX] AssetsManager fixed a bug that _percent is always be 0 during the update process
  • [FIX] Texture2D fixed memory leak if Texture2DsetAlphaTexture() is invoked many times
  • [FIX] FontAtlasCache avoided crash if a file path is too long
  • [FIX] Audio fixed crash on iOS
  • [FIX] UI VideoPlayer could not play video in obb file on Android
  • [FIX] SpriteFrame fixed performance issue in parsing plist files
  • [FIX] 3rd unzip failed to uncompress files

New in Cocos Creator 1.11.0 (Aug 3, 2018)

  • Editor:
  • Greatly optimize the size of the settings.js file after the release
  • Added script subcontracting settings in the property inspector for the folder
  • Allow each project to set a custom engine separately
  • Add a node lock function in the hierarchy manager. When the mouse is moved to the node, there will be a lock button on the left side. After the node is locked, the node cannot be selected in the scene editor.
  • Added an “Optimization Policy” option in the Property inspector of the Prefab resource file to optimize Prefab creation time. See [Prefabricated Resources: Setting Optimization Strategies] (http://docs.cocos.com/creator/manual/en/asset-workflow/prefab.html#设置�% 3 BC%98%E5%8C%96%E7%AD%96%E7%95%A5)
  • Optimize the main menu under Windows
  • Add auto-refresh to the list of scenes in the build panel
  • When publishing to the native platform, it also supports adding MD5 to file naming for hot update
  • Script compilation will automatically skip all .d.ts files to avoid TypeScript error reporting
  • The Console panel adds a Clear on Play option to automatically clear the log before the game previews
  • Adjust the text font and color of the Console panel
  • Added search option button in the search bar of the hierarchy manager and explorer
  • Added plugin management feature in the plugin store
  • Allow changes to custom control icons in the control library
  • Resource Manager adds recognition of aac and pcm extension audio files
  • Supports direct search of compressed uuid format when Explorer searches for uuid
  • Allow the right mouse button to drag and drop the timeline of the Timeline editor
  • Added exit menu on Dashboard’s system tray icon
  • Engine:
  • Support game script subcontract loading, see [Code Subcontract Loading] (http://docs.cocos.com/creator/manual/zh/scripting/subpackage.html 8)
  • The align mode attribute is added to the Widget component. When set to ON_WINDOWS_RESIZE, it will be automatically refreshed when the window size changes.
  • Official support for [text] (http://docs.cocos.com/creator/manual/zh/asset-workflow/text.html) and [JSON] (http://docs.cocos.com/creator/manual 1 /zh/asset-workflow/json.html) Loading of resource types
  • The native platform adds [cc.sys.getBatteryLevel] (http://docs.cocos.com/creator/1.10/api/zh/classes/sys.html?h=getbatterylevel) and cc.sys.getNetworkType 1 interface for getting device power and network status
  • When the native platform is hot updated, it will actively delete the old version of the resource file.
  • VideoPlayer adds volume adjustment and mute function
  • Added DragonBones native platform binding interface getSlots, replaceSlotDisplay and Slot.name (thanks @feijing566)
  • TiledMap supports rendering and cropping of ortho maps in any direction on the web platform
  • Layout component will only typeset active nodes
  • Retina rendering enabled by default on Android UC browser
  • Enable Webgl on UC browser version 11 or higher
  • Increased recognition of UCBS browsers
  • Gravity sensing is adjusted to only get when the developer has a registration event
  • Bug Fixes:
  • [Editor] Fixes the settings when setting SpriteFrame in the collection
  • [Editor] Fix simulator configuration save related issues
  • [Editor] Fixed an issue where the error message output from the emulator to the console was displayed in white.
  • [Editor] Fix the error when the resource export tool encountered the same parent folder name
  • [Editor] Fixed an issue where copying the automatically synchronized Prefab subnode under the editor may be wrong
  • [Editor] fixes the problem that the fragment texture in the automatic map set will be reported incorrectly if it is directly referenced by other resources.
  • [Editor] Fixed plugin script not correctly parsing CC_WECHATGAME and CC_QQPLAY keywords
  • [Engine] Fixed an issue where the animation may not stop playing when the scene is switched or the node is destroyed.
  • [Engine] [Wechat] Fix some versions of WeChat games to get the problem of each frame interval
  • [Engine] [Wechat] Fix RenderTexture related issues on Android WeChat games
  • [Engine] [QQPlay] Fix QQ Play and play resources will be downloaded repeatedly
  • [Engine] Fixed an issue where the slider of the Slider component might not be right when dragged
  • [Engine] Fixed an issue where the audio load event could be triggered repeatedly
  • [Engine] Fixed a problem where the user changed the level while dectivating the node without any error.
  • [Engine] Fix issues that WebView can’t hide in Safari browser on some platforms (iOS 9/10 or Mac)
  • [Engine] Fixed native platform BMFont rendering pitch problem
  • [Engine] Fixed an issue where the button’s touch area would be offset when Canvas was unchecked Fit Width and Fit Height
  • Upgrade Android SDK:
  • Starting with v1.10, the API Level in the Android build panel specifies the minimum Android version supported by the compiled apk. targetSdkVersion, compileSdkVersion, buildToolsVersion have all been upgraded to 26. If the developer has other needs, you can manually modify proj.android-studio/app/build.grade and proj.android-studio/gradle.properties.
  • REMOVED:
  • Removed support for Eclipse and Ant build Android platform
  • Removed support from Chipmunk
  • Removed cc.loader.loadRes to directly load the support of the child SpriteFrame in the collection. Please load the atlas first and then call atlas.getSpriteFrame(name)
  • DEPRECATION:
  • Since v1.10.0, Texture2D.releaseTexture is no longer recommended, please use Texture2D.destroy instead.
  • As of v1.8.2, cc.eventManager is no longer recommended. Use cc.EventTarget or cc.systemEvent instead. The original API will be removed in 2.0.
  • As of v1.8.2, cc.inputManager is no longer recommended. Replace it with the same interface of cc.systemEvent. The original API will be removed in 2.0.
  • Since v1.8.2, dragonBones.CCFactory.getFactory is no longer recommended. Use dragonBones.CCFactory.getInstance instead. The original API will be removed in 2.0.
  • KNOWN ISSUES:
  • When copying and pasting a resource in Explorer, the resource property will not be copied. (Since 1.9.0)
  • Android native platform does not support playing remote video.

New in Cocos Creator 1.9.3.0 (Jul 25, 2018)

  • Animation editor:
  • Fix where the data may be incomplete when the animation editor saves the animation.
  • Fix where directly editing the texture animation will report an error
  • Fixed an issue where the animation editor could not add width and height properties under size
  • WeChat game:
  • Fixed an issue where only a single audio can be played on WeChat games and the number of audio plays is limited.
  • Fix that WeChat mini game audio can’t stop
  • Fix gravity sensing direction and wrong value in Android WeChat game
  • Fix not being able to submit a TypedArray format texture in WeChat games
  • Fix that the frame rate is abnormal on the old WeChat
  • Improve WeChat mini game video playback support
  • Downward compatible with WeChat games 1.7.4 version base library
  • QQ Play:
  • Fix only play a single audio and the number of audio playback is limited
  • Fix unable to operate the engine object during the game loading process
  • Fix particle play card dead problem
  • Fix a semi-transparent text will be rendered into a black question
  • DragonBones:
  • Fixing DragonBones’ repeated assignment of bones on native platforms can cause crashes
  • Fix manually clearing the texture data of Dragon DragonBones
  • Other:
  • Fix text box for Web and Android platform Input Flag is invalid
  • Fix Label rendering related issues
  • Fix cc.game’s EVENT_HIDE and EVNET_SHOW callbacks may be called multiple times

New in Cocos Creator 1.11.0 Alpha (May 10, 2018)

  • Google IO is am amazing event. Google and the Cocos Creator team are happy to announce that Creator 1.11 supports creating Google Play Instant games. If your game is under 10mb you can create a Google Play Instant game immediately.

New in Cocos Creator 1.9.0.0 (Mar 15, 2018)

  • Integrated Facebook Instant Games SDK and game templates, allowing users to quickly integrate features of Facebook Instant Games
  • A one-click packaging process in the Cocos Creator Build Panel. Games can be packaged directly into Facebook Instant Games.
  • Developers only need to do a few simple steps. Cocos Creator handles all the technical aspects, you just need to code your game.

New in Cocos Creator 1.7.0 (Mar 14, 2018)

  • Performance Improvements:
  • [Engine] JSB 2.0 officially launched, greatly optimizing the native platform operating efficiency. Support debugging, if you use manual bindings, be sure to bind the code to be upgraded. For more information, read the [JSB Binding and Debugging Tutorials] (https://github.com/cocos-creator/cocos2d-x-lite/blob/develop/cocos/scripting/js-bindings/docs/JSB2.0-learning-en.md231)
  • [Engine] Separate culling and transform calculation steps to improve performance
  • [Engine] Fixed bug where the width of the rung would change to 0 after adding the Camera component to the node
  • [Animation] Optimize animation components
  • [Engine] Optimize native platform camera cropping performance
  • What Is Different:
  • [Editor] The plug-in script “Allow Editor Load” is disabled, the internal display is not checked
  • [Build] iPhone X Screen Resolution Support
  • [Build] Projects can now exclude un-needed modules for native engine projects. (Project Settings -> Module Config)
  • [Build] Allow native scripts to disable script encryption (support choose whether encrypt js files in builder panel)
  • [ProjectSettings] Add CocosAnalytics to the Services tab.
  • [ProjectSettings] Increase data validation when saving project settings
  • [TypeScript] Upgrade the TypeScript compiler to 2.4.2
  • [Editor] Improve the template of the new script
  • [Editor] Optimize Explorer file sorting
  • [Editor] Explorer to create a new node immediately change the file name state
  • [Console] supports setting line height and font size to change log display
  • [Engine] Give detailed hints when a user has erroneously released a resource that may still be used
  • [Engine] Support mouse event bubbling
  • [Engine] Support and WebView interoperability
  • [Engine] supports dynamic modification of cc.macro.ENABLE_CULLING
  • [Engine] Provides the native platform RenderTexture’s saveToFile interface

New in Cocos Creator 1.6.1 (Aug 28, 2017)

  • As the first patch version of v1.6, we have adjusted the code of instantiate operation for new JSB framework to boost performance. We also solved multiple crash issue for new JSB framework. Another focus of the patch is for TypeScript property declaration and serialization issues. The TypeScript usage in new version is much simpler and more stable.
  • CHANGELOG:
  • [Editor] Fixed the problem that the editor does not open normally when a script error occurs
  • [Editor] Fixed an issue that the script information was retrieved incorrectly from the asset IPC message
  • [Editor] Fixed scripts for previews may conflict with npm third-party library script if share the same name
  • [Editor] Fixed a problem when the resource was not loaded at the zip package when the resource was not prompted
  • [Prefab] Fix auto sync prefab coordinates failed to be saved in scene issue
  • [Extension] [Breaking] Fix the problem in the scene-script module can not be loaded in the project, please use cc.require
  • [Properties] Fixed in the switching node active property, there will be a period of time active values can not show the problem
  • [Properties] Fixed a problem where some of the attribute values were lost during bulk copy
  • [Build] upgrade Android Studio Gradle build the version of the plug-in to 2.3.0, you can see in the compilation phase more detailed compilation information
  • [Engine] Fixed in WebGL mode when cc.Graphics is filled with multiple shapes, the previously filled color will change
  • [Engine] Fixed on iOS double-tap home to drop application crashes
  • [Engine] Fixed prefab instantiate takes longer in v1.6 issue
  • [Engine] Fixed the potential crash of the network module
  • [Engine] Fixed load remote map, url with a query will cause the map to cover each other bug
  • [Engine] Fixed sorting algorithm causes repeated allocation of Uint8Array and a memory leak problem
  • [Engine] Fixed cc.loader loading-items may not be properly unregistered problem
  • [Engine] Repair scene resources are automatically released when the resident node may still release the problem of resources
  • [Action] Fix the clone, reverse method of the BaseJSAction class Return value incorrectly
  • [TypeScript] Fixed bugs that some TypeScript classes could not deserialize after inheriting each other
  • [TypeScript] Fix the problem that the TypeScript default value may be wrong after the build
  • [TypeScript] No longer need to repeat the default value of the specified property in the decorator
  • [JSB] Fixed error of the EditBox when the JS delegate object is reclaimed
  • [Label] Fixed the problem that the node size has not changed after the assignment is premature when the label is created
  • [Label] Fixed the dynamic setting of the TTF type font will cause the outline to be missing
  • [Label] Fixed repeatedly creating Label will cause the font to display wrongly
  • [Animation] Fixed the problem when the animationClip is added repeatedly
  • [RichText] Enables the <img> tag to support setting height and width, but maintains the basic principle “The image height does not exceed the set line height”
  • [WebView] supports setJavascriptInterfaceScheme and setOnJSCallback (only used in Android with iOS)
  • [WebView] Fixes events in the WebView that are also triggered in the editor environment
  • [Layout] Fixed issue when toggle active of Layout node will not refresh the child node location
  • [Camera] Fixed some of the camera target will lead to undefined reference
  • [Spine] Fixed Spine event callback may occur if the conversion event data fails
  • [DragonBones] repair DragonBones in the original platform to remove the problem
  • [Tiledmap] Open the DepthTest for CCSGTMXLayer alone, solve the problem of wrong depth of tiles

New in Cocos Creator 1.6.0 (Aug 16, 2017)

  • Feature Highlights:
  • JavaScript-Binding layer upgrade, a substantial increase in Android platform performance
  • Preview the game do not need to bundle all scripts, instant refresh game after make changes to a script
  • Batch editing node and component properties
  • Add option to generate asset file names based on their MD5 when build for web platform
  • Upgrade WebSocket library for iOS platform to solve most of the platform-specific network communication problems
  • JavaScript-Binding layer upgrade:
  • In this version, we upgraded the JavaScript-Binding layer between JS script and C++ engine. On the one hand we upgrade SpiderMonkey(a JavaScript engine) from v33 to v52. This results in a substantial script executing performance boost in Android platform (Because iOS platform does not enable JIT so the effect is not obvious); on the other hand, we started binding layer interface reconstruction from this version, the goal is:
  • Provide a completely abstract JS-binding layer API, independent of the JavaScript engine, the user’s binding code will no longer be affected by the future updates of the JS engine.
  • Support platform specific native JS engine: v8 engine on Android platform, JavaScriptCore on iOS platform.
  • After upgrading the binding layer, we not only provide a stable environment for binding JS code to C++, but also support the native JS engine on specific platforms that will make the package size significantly reduced for native builds, because SpiderMonkey engine library is not needed in the package.
  • Preview game do not need to bundle all scripts:
  • As a result of the need for modular scripting, we bundle user’s scripts before running it from the first version of Cocos Creator. But for a large project the number of scripts can easily go up to hundreds. Any change to any script will trigger the entire bundling process, and it will take a long time before the game can up and running with the updated scripts.
  • In order to solve this problem, we refactored script loading environment for a bundle-free modular system. When preview the game in editor, you can load a JavaScript script from another without having to bundle them. Any changes to the script will only trigger the script compilation (ES6 to ES5, TypeScript to ES5) itself, making the game instantly up and running after the modification of the script, greatly improving development efficiency.
  • Batch edit node and component properties:
  • When editing UI scenes, you often encounter the need to select some nodes and bulk modify a property to their needs, this version we added the batch editing function to Properties panel.
  • After selecting multiple nodes, the components and attributes shared by these nodes can be edited in batches. When the property values of different nodes are different, selecting these nodes will make them display as -, modify this value will make the property of all the selected nodes share the same value.
  • Add option to generate asset file names based on their MD5 when build for web platform:
  • For HTML5 game developers, the effective use of the browser’s cache system is very important, to prevent users to repeatedly download resources, and ensure that the cached resources can be correctly updated. In this version we add **MD5 Cache** option to the Build Settings panel. If checked the build process will add the MD5 of each asset file to the filename. So the end user’s browser will automatically re-download the asset files which has different MD5, to save traffic and ensure the consistency of the version.
  • Using SocketRocket to replace previous WebSocket implementation on iOS platform:
  • We use [SocketRocket library](https://github.com/facebook/socketrocket), which developed by facebook, to replace the libWebsocket library that has been used in the cocos2d-x and Cocos Creator C++ engines. This new implementation supports the following features:
  • The API of SocketRocket is easy for use, it’s all asynchronous API.
  • No need to deal with thread communications, it’s wrapped inside SocketRocket.
  • Network status change will not make connection closed, it just seems there is not any status change.
  • Locking screen will trigger an error while libwebsockets or bsd socket will not.
  • Do not depend on openssl library which is a little big
  • Do not need to use a local CA root certificate (curl ca file is over 2MB) for wss connection
  • Do not trigger signal pipe while closing wss connection

New in Cocos Creator 1.3.2 (Feb 22, 2017)

  • [AutoAtlas] Add options in AutoAtlas configuration to support exclude unreferenced files in current folder.
  • [Engine] Adds language codes for Turkish, Romanian, Bulgarian, Ukrainian to cc.sys.language
  • [Engine] Fix sound module error when compiling on iOS platform
  • [Engine] Fix bug when listening to accelerometer events
  • [Engine] Fixes the problem of using mixins cause native platform scripting errors
  • [ParticleSystem] Fixed when ParticleSystem loading textureUuid undefined, will lead to repeated loading cycle ParticleSystem problem
  • [RichText] Fix the errors in Safari when custom fonts property is empty
  • [RichText] Fixing using custom font on native platform does not display properly
  • [Label] Fixed using Resize Height mode in the editor will not trigger size-changed event correctly issue.
  • [Label] Fix the problem that .fnt files can not be preloaded with the scene
  • [EditBox] Fixed when EditBox finish editing, label display position is not correct issue.
  • [Mask] Add Image Stencil mode, you can specify a texture as a mask
  • [Builder] Fixed a bug that developers might have lost changes to the AndroidManifest.xml file when compile with the editor.
  • [Builder] Fix keystore validity failed with keystore created by Builder panel
  • [Spine] Fixed crash bug casued by spine on native platforms

New in Cocos Creator 1.3.2 (Feb 22, 2017)

  • [RichText] Added custom TTF font support
  • [DragonBones] Fixed an issue initialize the dragonAsset property of the DragonBones component will report error and cause crash
  • [Engine] Fixes the problem of inconsistent viewsport after using renderTexture to capture screen
  • [Label] Fixed a bug where LabelOutline and RichText underline style has incorrect color on iOS and Android platforms
  • [Loader] Fixed cc.loader.loadRes and cc.loader.load may not recognize the same resources correctly using caching
  • [Loader] You can pass in url to cc.loader.release to release texture assets that don’t have uuid
  • [Engine] Detect WeChat version on iOS, in iOS 9 or before use Canvas rendering (due to the WeChat UIWebView bug), in iOS 10 on use WebGL rendering
  • [Action] Fixed rotateBy parameters in the native platforms can not control the two axial rotation at the same time issue
  • [Prefab] Fixed issue that when Prefab node Size is 0 while the positions are greater than 100, double-click the Prefab will cause scene view not properly display
  • [Builder] When building a native project, if the C ++ engine version changes, prompt the user to delete the build project to regenerate
  • [Builder] Add building process monitor to reduce the possibility of process stuck situation
  • [Builder] The build target path now supports relative paths
  • [Collider] Fixes the bug that CircleCollider computes the error of boudingBox after it has modified anchor
  • [Editor] Fixed the problem of displaying the account information in the main menu when switching account login
  • [Animation] Improve the sample method to operate on a particular animationState and automatically update the animation state by calling sample after setCurrentTime
  • [Layout] Padding margins can now be customized in different directions
  • [PageView] adds a new page layout mode, support for irregular page size