Adobe AIR Changelog

New in version 16.0.0.222 Beta

November 19th, 2014
  • New Features:
  • Stage3D Wireframe Mode Support - To help designers and developers create robust and efficient 3D content, we've added Wireframe support into AIR desktop. This option can be changed by setting Context3D's setFillMode() to "wireframe" or "solid".
  • VideoTexture Support in AIR (Windows and Mac Beta) - We've introduced a new ActionScript feature that allows hardware accelerated video to be used as a source texture in a Stage3D environment. Currently, using video with Stage3D requires the use of the Video object, which is not accelerated, and manipulation of the bitmap representations of the video frames. This new feature, called VideoTexture, allows direct access to a texture object that is sourced from a Netstream or Camera object.
  • Stage3D - Standard Constrained Profile - In version 14 of the Runtime we added the new Standard profile to desktop systems. In Version 15 we expanded that to mobile devices in AIR. In Flash Player 16 we've added a new Standard Constrained profile. Like Baseline Constrained, Standard Constrained targets older and lower powered GPUs on both desktop and mobile devices. While Standard profile reached ~21% of iOS devices, Standard Constrained can now reach more than 85%. Developers can access this by using the new STANDARD_CONSTRAINED constant in Context3DProfile. The chart below breaks down the differences between the different profiles that are available.
  • Fixed Issues:
  • Android 5.0] Stage3D fails to create context on Android 5.0.
  • Crash on iOS devices on calling CameraRoll.LoadPromise function with new fast packaging engine.
  • [Launch Image] Adobe Air Runtime initiates the wrong launch image (default@2x.png), when default@2x.png and Default-375w-667h@2
  • x.png images are packaged.
  • [iPhone 6 Plus] Launch image Default-414w-736h@3x.png is not appearing on iPhone 6 Plus in standard display mode.
  • Multiple security and stability issues

New in version 15.0.0.347 Beta (October 23rd, 2014)

  • Multiple security and stability issues

New in version 15.0.0.302 Beta (October 4th, 2014)

  • Fixed Issues:
  • [iOS] Runtime is built using Xcode 6 and iOS8 SDK.
  • [iOS] ERROR-ITMS-9000 - Not able to submit app on AppStore as Application Loader says that " Invalid Segment Alignment. This app
  • does not have proper segment alignment and should be rebuilt with the latest version of Xcode. Please contact Developer Technical
  • Support if you need further assistance.“.
  • [iPhone 6 Plus] [Launch image] A blank screen observed in apps when Default-568h@2x is packaged.
  • [iOS] [Fast Packager] FPS reduces for Feathers Components Explorer app on iPad when packaged with fast packager.
  • [iOS8 simulator][iPhone6]Application doesn't launch in iPhone 6 and iPhone 6 plus simulator using -launchApp command.
  • [iOS8 simulator] Installation on ipa fails on iOS8 simulator inside XCode 6 with " Unable to find dvtFoundationBundle " error.
  • [iPhone 6/6+] New icons support.
  • [iOS8] Requesting microphone access terminates all further audio.

New in version 15.0.0.289 Beta (September 25th, 2014)

  • Stability and Security Fixes

New in version 15.0.0.274 Beta (September 19th, 2014)

  • Fixed Issues:
  • [3781622] Runtime is built using Xcode 6 and iOS8 SDK.
  • [3809809] [iOS8 simulator] Installation on ipa fails on iOS8 simulator inside Xcode6 with " Unable to find dvtFoundationBundle " error
  • [3824523] [iPhone 6/6+] New icons support
  • [3801262] [iOS8] Requesting microphone access terminates all further audio
  • [3824552] [iOS8 simulator][iPhone6]Application doesn't launch in iPhone 6 and iPhone 6 plus simulator using -launchApp command
  • [3776055][Fast Packager] FPS reduces for Feathers Components Explorer app on iPad when packaged with fast packager
  • Stability and Security Fixes

New in version 15.0.0.258 Beta (September 11th, 2014)

  • New Features:
  • Stage3D “Standard” profile support for iOS and Android - In the Flash Runtime 14 release we introduced the Stage3D “Standard” profile which provided many advanced 3D features. At that time, the “Standard” profile was only available on desktop platforms. In the AIR 15 release we are extending this coverage to mobile platforms. If a device supports OpenGL ES3, it can successfully request the “Standard” profile and use the same advanced features as the desktop platform. For additional information, please see our Stage3D Standard Profile article.
  • Relaxing Stage3D Render Target Clear - In previous versions of Stage3D, after switching the render texture through Context3D::setRenderToTexture, you were required to clear it before drawing. In this release, we're removing this limitation and optimizing the use of render textures. This change will allow you to further optimize and reuse depth and stencil buffers between different render textures. For additional information, please see Relaxing Render Target Clear Operation in Stage 3D.
  • StageText.drawViewPortToBitmapData now supports Retina displays - Currently, AIR will allow a bitmap with the same width/height of the StageText object to be passed into drawViewPortToBitmapData. While fine for standard resolution displays, this is not sufficient for Apple's Retina HiDPI displays. Based on customer feedback, we've altered the drawViewPortToBitmapData method to accept a doubled size BitmapData with StageText's view port on a Mac Retina display, and then draw a HiDPI image from the view port.
  • Improved Packaging Engine is now default - iOS - Starting AIR 15, new improved IPA packaging engine is now the default packaging mode when packaging for AOT targets ipa-app-store, ipa-test, ipa-ad-hoc and ipa-debug. If you encounter any packaging or runtime issues, please report at http://bugbase.adobe.com. To use older packaging mode, use "-useLegacyAOT yes" in the ADT command, before the signing options. To learn more about the feature, please read Faster Compiling with AIR for iOS
  • AIR Gamepad Enhancements - AIR Gamepad feature enables the app developers to provide a second screen on Android mobile devices for the Flash based browser games. AIR Gamepad API enables Flash based browser apps to connect to a paired Android device running the AIR Runtime app and therefore allowing the Android devices to be used as game controllers or second-screen interfaces. Following enhancements are available starting AIR 15.
  • Multiplayer Support
  • Gyroscope Events
  • Magnetometer Events
  • Applying skin as AIR gamepad screen
  • AIR Cross Promotion - Adobe AIR 15 now supports cross promotion of AIR games for mobile devices. Cross promotions can be effective in saving some amount of advertising cost. With the right partnership, you gain access to a wider customer base with a demographic similar to that of your application. This cross promotion is free and works on a credit system. All you need is to earn enough credit points by promoting other AIR games to begin your own promotion campaign. The AIR SDK offers the new AdViewer API for promotion campaigns as a SWC, it provides functions to load and show in-game advertisements. You earn credit points for promoting AIR games by other developers based on ad impressions and clicks.
  • Fixed Issues:
  • Multiple stability fixes

New in version 15.0.0.249 (September 10th, 2014)

  • FIXED ISSUES:
  • AIR Bugs:
  • Android - Auto resolve conflicting common library JARs and common resources for multiple ANEs. ADT will throw warning in case of auto-resolve. (3780590)
  • iOS8] - A notification dialog is coming after launching any AIR applications.( 3771162)
  • Android - StageText restrict = "A-Z" not blocked lowercase letters input. (3768302)
  • Android - Missing support for XXXHDPI icon on Android 4.4. (3730948)
  • iOS Fast Packager - Performance of apps degrades when packaged with fast packager. (3695884)
  • Android - Stage.restrict A-Z property gets applied to the programmatically entered text, on entering text via Keyboard with cursor placed at the end of text (3771860)
  • Android - StageText displayAsPassword displays text without mask in landscape on Android. (3745033)
  • iOS Fast Packager - "Compilation failed while executing: compile-abc" error pops out when packaging large AS code application. (3753783)
  • Android L – Rendering issues with Direct and GPU render mode. (3786719)
  • Failing to call Context3D.clear before drawing on every frame no longer throws a runtime error (3726980)
  • Poor AIR performance while starting app after restarting Windows OS (3690665)
  • ADL crashes when Workers attempt to open local shared object (3768436)
  • Context3D "driverInfo" property allocates a String on each call (3790478)
  • "requestContext3DMatchingProfiles" fails when user deactivated hardware acceleration (3760760)
  • StageVideo with camera doesn't work properly, no video is displayed. (3781244)
  • Multiple security and stability fixes
  • NEW FEATURES:
  • StageText.drawViewPortToBitmapData now supports Retina displays:
  • Currently, AIR will allow a bitmap with the same width/height of the StageText object to be passed into drawViewPortToBitmapData. While fine for standard resolution displays, this is not sufficient for Apple's Retina HiDPI displays. Based on customer feedback, we've altered the drawViewPortToBitmapData method to accept a doubled size BitmapData with StageText's view port on a Mac Retina display, and then draw a HiDPI image from the view port.
  • Improved Packaging Engine is now default - iOS:
  • Starting AIR 15, new improved IPA packaging engine is now the default packaging mode when packaging for AOT targets ipa-app-store, ipa-test, ipa-ad-hoc and ipa-debug. If you encounter any packaging or runtime issues, please report at http://bugbase.adobe.com. To use the older packaging mode, use "-useLegacyAOT yes" in the ADT command, before the signing options. To learn more about the feature, please read Faster Compiling with AIR for iOS
  • AIR Gamepad Enhancements:
  • AIR Gamepad feature enables the app developers to provide a second screen on Android mobile devices for the Flash based browser games. AIR Gamepad API enables Flash based browser apps to connect to a paired Android device running the AIR Runtime app and therefore allowing the Android devices to be used as game controllers or second-screen interfaces. Following enhancements are available starting AIR 15.
  • Multiplayer Support
  • Gyroscope Events
  • Magnetometer Events
  • Applying skin as AIR gamepad screen
  • AIR Cross Promotion:
  • Adobe AIR 15 now supports cross promotion of AIR games for mobile devices. Cross promotions can be effective in saving some amount of advertising cost. With the right partnership, you gain access to a wider customer base with a demographic similar to that of your application.
  • This cross promotion is free and works on a credit system. All you need is to earn enough credit points by promoting other AIR games to begin your own promotion campaign.
  • The AIR SDK offers the new AdViewer API for promotion campaigns as a SWC, it provides functions to load and show in-game advertisements. You earn credit points for promoting AIR games by other developers based on ad impressions and clicks.

New in version 15.0.0.233 Beta (August 21st, 2014)

  • New Features:
  • Stage3D “Standard” profile support for iOS and Android - In the Flash Runtime 14 release we introduced the Stage3D “Standard” profile which provided many advanced 3D features. At that time, the “Standard” profile was only available on desktop platforms. In the AIR 15 release we are extending this coverage to mobile platforms. If a device supports OpenGL ES3, it can successfully request the “Standard” profile and use the same advanced features as the desktop platform.
  • Relaxing Stage3D Render Target Clear - In previous versions of Stage3D, after switching the render texture through Context3D::setRenderToTexture, you were required to clear it before drawing. In this release, we're removing this limitation and optimizing the use of render textures. This change will allow you to further optimize and reuse depth and stencil buffers between different render textures.
  • StageText.drawViewPortToBitmapData now supports Retina displays - Currently, AIR will allow a bitmap with the same width/height of the StageText object to be passed into drawViewPortToBitmapData. While fine for standard resolution displays, this is not sufficient for Apple's Retina HiDPI displays. Based on customer feedback, we've altered the drawViewPortToBitmapData method to accept a doubled size BitmapData with StageText's view port on a Mac Retina display, and then draw a HiDPI image from the view port.
  • Improved Packaging Engine is now default - iOS:
  • Starting AIR 15, new improved IPA packaging engine is now the default packaging mode when packaging for AOT targets ipa-app-store, ipa-test, ipa-ad-hoc and ipa-debug. If you encounter any packaging or runtime issues, please report at http://bugbase.adobe.com. To use older packaging mode, use "-useLegacyAOT yes" in the ADT command, before the signing options. To learn more about the feature, please follow http://www.adobe.com/devnet/air/articles/ios-packaging-compiled-mode.html
  • AIR Gamepad Enhancements:
  • AIR Gamepad feature enables the app developers to provide a second screen on Android mobile devices for the Flash based browser games. AIR Gamepad API enables Flash based browser apps to connect to a paired Android device running the AIR Runtime app and therefore allowing the Android devices to be used as game controllers or second-screen interfaces. Following enhancements are available starting AIR 15.
  • Multiplayer Support
  • Gyroscope Events
  • Magnetometer Events
  • Applying skin as AIR gamepad screen
  • To learn more about the feature and usage guidelines, please follow www.adobe.com/devnet/air/articles/android-air-devices-as-gamepads.html
  • AIR Cross Promotion:
  • Adobe AIR 15 now supports cross promotion of AIR games for mobile devices. Cross promotions can be effective in saving some amount of advertising cost. With the right partnership, you gain access to a wider customer base with a demographic similar to that of your application. This cross promotion is free and works on a credit system. All you need is to earn enough credit points by promoting other AIR games to begin your own promotion campaign. The AIR SDK offers the new AdViewer API for promotion campaigns as a SWC, it provides functions to load and show in-game advertisements. You earn credit points for promoting AIR games by other developers based on ad impressions and clicks. To learn more about the feature and usage guidelines, please follow www.adobe.com/devnet/air/articles/cross-promotion-of-air-games-mobile.html
  • Fixed Issues:
  • Multiple stability fixes
  • Failing to call Context3D.clear before drawing on every frame no longer throws a runtime error. (3726980)
  • Poor AIR performance while starting app after restarting Windows OS. (3690665)
  • ADL crashes when Workers attempt to open local shared object. (3768436)
  • StageVideo with camera doesn't work properly, no video is displayed. (3781244)
  • [iOS] [Fast Packager] Couple of runtime performance fixes in new fast packager.(3695884)

New in version 15.0.0.196 Beta (August 7th, 2014)

  • [iOS8] A notification dialog is coming after launching any AIR applications. (3771162)
  • Stage.restrict A­Z property gets applied to the programmatically entered text, on entering text via Keyboard with cursor placed at the end of text (3771860)
  • StageText displayAsPassword displays text without mask in landscape on Android (3745033)
  • Failing to call Context3D.clear before drawing on every frame no longer throws a runtime error. (3726980)
  • ADL crashes when Workers attempt to open local shared object. (3768436)
  • StageVideo with camera doesn't work properly, no video is displayed. (3781244)