Cocos Creator Changelog

What's new in Cocos Creator 2.1.2

Jul 18, 2019
  • What’s New:
  • Optimizing 2D projects:
  • Previously we had always positioned v2.1 as a 3D predecessor, so v2.1 was lagging behind for the care of pure 2D projects. However, v2.1.2 has been carefully optimized to work well with both 2D and 3D projects. Now we officially recommend that all v2.0 projects be upgraded to v2.1.2. Projects upgraded from v2.0 will default to 3D modules, ensuring that there is no impact on the package and performance of 2D projects. To add 3D support, manually check the 3D module in Menu → Project → Project Settings → Module Settings.
  • Supports Xiaomi Mini Games:
  • Cocos Creator officially supports publishing to Xiaomi Mini Games. For detailed usage, please refer to Publish to Xiaomi Mini Game 7.
  • Supports Cocos Play:
  • Cocos Creator officially supports publishing to Cocos Play. For detailed usage, please refer to Publish to Cocos Play 9.
  • Improvements:
  • Improve the WeChat game resource loading process:
  • Fixed a problem where the resource might not load successfully (thanks to snow_storm for feedback) [#97]
  • Optimize processing logic when caching fails [#98]
  • Fixed a problem with subsequent callbacks of remote images without multiple callbacks [#96]
  • Avoid crashes caused by oversized json file parsing (thanks to canghai7789 for feedback)[#101]
  • Adjust the cache interval to reduce the impact on the game frame rate [#97]
  • Editor improvements:
  • Complete automatic atlas algorithm, now you can generate the smallest size atlas without manually adjusting max size
  • Improve Windows platform support for multiple monitors. Now the editor automatically detects window visibility when it starts, ensuring that the window displays properly.
  • Increase warning information before project upgrade or downgrade to prevent users from misoperation
  • Added DragonBones and Spine’s dressup demo [#725] in the included sample project
  • Optimized editor compatibility with GPU devices and reduced false positives due to WebGL compatibility
  • Improved the Asset Watcher mechanism. If the type of an accessor(getset) of a component is defined as an array of resources, the setter will be triggered to reset the entire array when the corresponding resource changes.
  • Engine improvements:
  • Turn off preserveDrawingBuffer by default on WeChat game, which solves the problem that the game will be stuck for a few seconds from the background to the front desk [#4537]. (The WeChat game must be enabled with preserveDrawingBuffer when it is first released, otherwise the scene switch will be black)
  • Improved positioning accuracy of Label on native platform [#4765], [#1764]
  • Optimized BMFont Memory usage during rendering [#4651]
  • Allow Label to be modified again after setting it to BITMAP mode (although it is still not recommended, resulting in additional memory and performance overhead)
  • Reduced the timeout for loading ttf fonts from Web platform from 60s to 3s [#4536] 1
  • Added url attribute to Asset to get the actual url of the current resource. Developers can directly call the platform’s native API to use these urls [#4536] 1
  • Bug Fixes:
  • Editor fixes:
  • Cannot convert undefined or null to object may be reported when fixing a build project
  • Fixed rendering problems caused by the offset of some Sprites when importing plist atlas
  • Fix gizmo related issues for circle collider
  • Fixed an issue where VideoPlayer and WebView were not displaying correctly in the editor
  • Fixed an issue where the render component could not save the custom material [#4390]
  • Fixed an error when compiling scripts using the command line
  • Fixed issue where the scene editor does not display the animation track in the animation editing mode
  • Fixed issue where the plugin’s own runtime-resource could not be displayed in the explorer after reloading the third-party plugin reload
  • Fixed a problem where the project might fail to build when the image suffix in the automatic collection is named uppercase PNG
  • Engine fixes:
  • Fix Input events Respond to problems with hierarchical errors in individual cases [#4522] 1
  • Fixed an issue where the z setting of the 3D node is invalid [#4408] 1
  • Fixed 3D GPU bone count failed to determine correctly, causing problems that the model may not display in some cases [#4772]
  • Fixed an issue where releasing remote image release failed [#4536] 1
  • Fixed Spine and DragonBones rendering batch invalidation issues in v2.1.1 [#4645] 1
  • Fix Spine uses rendering problems after clipping [#4744] 1
  • Fix Label When using BITMAP mode, dynamic mapping does not work [#4393]
  • Fix Label When using CHAR mode, Label Outline will be cropped [#4550] [#4807] [#4809]
  • Fixed PageView Sliding position calculation error when dynamically adding page [#4556]
  • Fixed an issue where cc.tween has a value of 0. [#4790]
  • Fix the problem that the distance returned by the ray detection will be affected by the node scaling [#4562]
  • Fixed an issue where built-in resources would be emptied when restarting the game [#4509]
  • After the repair project is directly upgraded from version 2.0 or earlier, the Rotate related Action orientation will be wrong.
  • Fixed native platform Label rendering performance degradation problem [[#1765]] (https://github.com/cocos-creator/cocos2d-x-lite/pull/1765 2) [#143] 1
  • Fix native platform, if you render the 3D model with less bones first and then render the model with more bones, the problem will be rendered incorrectly [#4473]
  • Fix native platform after executing cc.game.end() If there are still resources downloaded in the background, it will cause a crash [#1763] 1
  • Fixed Spine on the native platform. Frequent loading and unloading of the resource [#1758] 1
  • Fixed native platform sub-package scripts are not encrypted as jsc files
  • Fix Windows platform Label Inconsistent text size [#1766]
  • Fixed a problem with WebGL compatibility errors reported on some browsers after version 2.1 [#4394]
  • Fix Web platform EditBox occlusion of other UI control touch events (change default stayOnTop to unStayOnTop)[#4705] 1
  • Fix Web on the mobile sideEditBox When cloning the soft keyboard, the problem of adapting the Canvas size multiple times[#4705]
  • Fix Web platform EditBox Placeholder shows incorrect question when multi-line input [#4705] 1
  • Fix WebAudio setting the volume may not work immediately [#4767]
  • Fixed IE 11 compatibility issue[#4659] 1 [#4701] 1
  • Fixed iOS on WeChat browser EditBox problem with misplaced touch area after soft keyboard [#4705] 1
  • Fixed a problem with the Facebook Live SDK logic exception
  • Fix WeChat mini game On iOS Audio may not be replayable [#102] [#107]
  • Fix WeChat mini game on background music can not stop the problem [#4793]
  • Fix WeChat mini game answer phone after Audio no longer resumes playing [#4757]
  • Fix WeChat mini game Open field does not support the error caused by Button Gray Effect [#4474]
  • Fix WeChat mini game Open domain does not support WebGL caused an error [[#4748]] (https://github.com/cocos-creator/engine/pull/4748 1)
  • Fixed call to WeChat game in version 2.1.1 subContextView.update() Unable to update open domain map issue [#4721]

New in Cocos Creator 2.1.0 (Dec 20, 2018)

  • Cocos Creator v2.1, adds support for 3D features such as: 3D model rendering, 3D Camera, 3D skeletal animation, and 3D point selection. The Cocos Creator editor now natively supports parsing 3D model files in FBX format. It’s that simple, no additional workflow is required!
  • In the previous version, v2.0, Cocos Creator had used a Cocos3D based 3D renderer to officially introduce 3D support. The addition of 3D features can greatly enrich the expressiveness of 2D games, reduce the resource overhead of 2D games, and bring more imagination and ideas to expand games.
  • However, it should be emphasized that the target users of Cocos Creator is still 2D game development, and the 2D game is still the core service of Cocos Creator 2.x. We will continue to optimize the development experience and basic performance of 2D games, and gradually increase the 3D functions suitable for integration into 2D games. Therefore, Cocos Creator does not allow a pure 3D game, which is the goal of Cocos3D. Cocos Creator’s development path is closer to 2.5D.
  • This is not the first time Cocos has upgraded the engine from 2D to 3D. A few years ago, Cocos2d-x expanded to the 3D space and accumulated a lot of experience. It also produced a very good game concept like Sword and Home. However, at that time, 3D functions were piled up on a very heavy 2D renderer, and there was no editor support. It was not widely recognized by the market. This time, Cocos Creator is based on Cocos3D’s 3D renderer, which has a lot of 3D stability and guarantees a seamless editor experience.

New in Cocos Creator 2.0.6 (Dec 20, 2018)

  • Added Facebook Audience Network and Facebook Live Video integration options to the service panel
  • Fixed an issue that Facebook Instant Games could not upload
  • Fixed a problem with zip compression for zip packages from Facebook Instant Games
  • Optimized the build panel for the vivo game:
  • Removed npm path input box
  • The app icon is modified to any path, no longer limited to the path of the game project, and a button for selecting the image path function is added to the right of the app icon input box.
  • Removed the use of certificate.pem, private.pem certificates fixed in [game project]/build-templates/jsb-link, and modified them to choose their own path. At the same time, the certificate is added to the rightmost button of certificate.pem. (Note that using Windows systems requires installing the openssl software and configuring its environment variables beforehand)
  • Removed the use of certificate.pem, private.pem certificates fixed in [game project]/build-templates/jsb-link, and modified them to choose their own path. At the same time, the certificate is added to the rightmost button of certificate.pem. (Note that using Windows systems requires installing the openssl software and configuring its environment variables beforehand)
  • The output path of the packaged rpk is adjusted to be the same as the path when the packet rpk is not set, in the [game project]/build/quickgame/build/ directory. And when you package the packet rpk, only one rpk file will be generated, and no other sub-package directories will be generated.
  • WeChat mini game is not enabled by default after ES6 to ES5
  • Limit the maximum number of concurrent downloads (cc.macro.DOWNLOAD_MAX_CONCURRENT) to less than 10 by default on WeChat games.
  • Fixed an error when WeChat game called cc.game.end()
  • QQ light game build allows direct packaging of zip files for easy uploading of the server
  • Fixed a problem with Mask rendering on QQ Light Games
  • Fixed an issue where Android Instant platform crashed after compiling Android + AnySDK
  • Optimized OPPO mini-game build panel:
  • Removed the npm path input box and the quickgame input box, and Cocos Creator has a built-in quickgame.
  • The app icon is modified to any path, no longer limited to the path of the game project, and a button for selecting the image path function is added to the right of the app icon input box.

New in Cocos Creator 2.0.4 (Oct 26, 2018)

  • Adds Google Play Instant Support

New in Cocos Creator 2.0.2 (Sep 26, 2018)

  • Main Features:
  • Update the best use of open data domain solutions in history
  • Provides WeChat platform cleanup cache API
  • Support WeChat games and play a platform to set the frame rate via cc.game.setFrameRate
  • Add a View menu for the simulator to set the resolution
  • Modular RenderTexture and DynamicAtlas
  • Editor fixes:
  • Fixed issue with particle resource import in editor
  • Fixed an issue where Label was not affected by node anchor changes in the editor
  • Fix BMFont font error in the editor editor
  • Fixed an issue where the color of some Particles could not be displayed and set in the inspector
  • Fixed an issue where the simulator resizing interface would not fit
  • Fixed curve editor state residual problem in animation editor
  • Fixed an issue where the particle system’s svg flag was missing in the editor
  • Fixed Editbox editing fontColor does not work
  • Fixed an issue where the animation editor switched WrapMode while playing the animation, causing the node in the scene editor to not be dragged
  • Fix the problem that the node _localZOrder keeps changing when the data is saved
  • Fixed an issue where the keyboard direction key could not be fine-tuned after the editor selected the node
  • Fixed an issue where the scene editor would not automatically locate in the hierarchy manager after selecting a node
  • Fixed an issue where the node tree was automatically expanded after the node was deleted
  • Fixed an issue where clicking the node level manager in the inspector panel does not automatically locate
  • Optimize the Console automatic scrolling experience
  • Fixed an issue where all child nodes were expanded when the parent node active state was switched
  • Fixed flashing issues when clicking on Hierarchy nodes
  • Fix Auto Atlas preview invalidation issue
  • Engine repair:
  • Fix rendering issues with Spine animations
  • Fixed animation jitter caused by shader precision
  • Fixed an issue where setting the property in the inactive state does not take effect on the Sprite
  • Fixed rendering of Tiled type Sprite in the case of texture rotation
  • Fixed an issue where the background in the open data domain could not be transparent
  • Fixed rendering errors when Graphics has too many vertices
  • Fixed an issue where Camera does not respond to events after zooming
  • Fixed clipping of Tilemap after Camera zooming
  • Fixed a status error caused by multiplexing of RichText child nodes
  • Fix IE11 support
  • Fixed qqplay does not support Particlemap issue in base64 format
  • Fixed an issue where the Spine debug slot is not available in the Release version
  • Fixed issues with background switching events in front of each platform
  • Fixed rendering error caused by blend function when Label was switched to BMFont type
  • Fixed a black screen on the qqplay platform under Android P
  • Fixed an issue with the Windows platform XMLHttpRequest GET result of timeout
  • Fixed an issue where AudioClip does not support lazy loading
  • Supplement the missing deprecation API to fix missing API documentation issues
  • Fixed an issue where Stencil would be overwritten by the last Mask when multiple Masks coexist
  • Fixed black border issue with Mask component in open data domain
  • Fixed Mask does not support lazy loading when using image stencil
  • Fixed an issue where Spine could not display debug slots in non-debug mode
  • Fixed an issue where the audio could not be played when the Native platform checked MD5
  • Enhance fault tolerance of Particle resources and support resource formats exported by effecthub
  • Fix resume can directly play unplayed audio
  • Fixed a missing GUI issue caused by including the Mask module and culling the Graphics module
  • Fixed Native platform button can still receive touch events when active is false
  • Fixed web platform VideoPlayer has no hidden issues when switching visibility
  • Fixed an issue where windows & mac emulator window size does not automatically adapt when changing
  • Fixed parsing problem with Tilemap parser
  • Fix Camera does not support mask when using RenderTexture screenshots
  • Fixed an error caused by multiple Graphics switching between each other
  • Fixed an issue where the final alpha was invalid when the particles in the particle system finally disappeared (opaque)
  • Optimize the performance of small text rendering on the Native platform
  • Fixed Android platform return key listener failure
  • Fixed an issue where clicking the input box will disappear after the iOS platform pops up the input box
  • Fixed garbled problem when inputting Chinese characters on iOS platform
  • Optimized input box completion button design
  • Fixed an issue where the input emoticon was abnormal in WeChat game
  • Optimize the API design of TiledTile (do not allow layer to be set, get it automatically)
  • Fixed hexagonal tileMap offset problem when using TiledTile
  • Fixed a crash on the native platform FileUtils writeStringToFile call
  • Deprecation and removals:
  • A large number of private and non-core APIs of v1.x have been removed or discarded. For details, please refer to the upgrade guide 178.

New in Cocos Creator 2.0.0 (Aug 8, 2018)

  • Editor:
  • Implemented premultiply alpha, filter mode, wrap mode configuration of Texture
  • Abstract the mixed mode configuration into the RenderComponent component base class, all render components can be configured
  • Camera component upgrade, as a direct rendering entry, you can configure various base rendering parameters
  • With Quick Compile integration, the custom engine only needs to use the menu’s developer options -> compiler engine to compile quickly in a matter of seconds
  • Open the WeChat game open data domain as a publishing platform with a separate publishing panel
  • Engine:
  • Add a new renderer based on the 3D engine
  • Render component is fully upgraded
  • Remove the render tree completely, assemble the render data directly and submit the render by the render component
  • Streamlined cc namespace API
  • Streamline Director API
  • Camera component upgrade
  • Start process upgrades, user scripts and plugin scripts can more easily interfere with engine initialization
  • Platform-specific startup code is separated and easier to customize
  • Event system optimization, distinguishing between system events dispatched by the capture bubbling mechanism on the node tree and normal events directly dispatched
  • Fit Width & Fit Height is also compatible with the WeChat game platform.
  • The RenderTexture resource type has been officially added to save the rendered content captured in the camera.
  • Simplify TiledMap functionality to pave the way for subsequent upgrades
  • Physical engine upgrade, performance optimization
  • Deletions and deprecations:
  • A large number of private and non-core APIs for v1.x have been removed or discarded. For details, please refer to the upgrade guide and deprecated

New in Cocos Creator 1.10.0 (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�% 4 BC�化策略)
  • 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 10)
  • 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 2) and [JSON] (http://docs.cocos.com/creator/manual 2 /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

New in Cocos Creator 1.9.3 (Jul 7, 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 1.9.2 (Jun 1, 2018)

  • Features:
  • [Editor] [Timeline] Animation Editor can edit “missing nodes” and allow node data to be migrated
  • [Editor] [Timeline] Animation Editor supports copying and pasting keyframes on multiple nodes at the same time
  • [Editor] [Timeline] Animation Editor Several Experience Optimizations
  • [Editor] Place the adaptation layer code of QQ Play and Wechat games into the Contents/Resources/builtin directory of the editor for users to upgrade
  • [Engine] Upgrade Facebook Instant Games SDK to 6.2
  • [Engine] Optimizing Label’s Memory Usage on Non-native Platforms
  • WeChat Games:
  • Fixed an issue where the AudioSource component may report an error when it is destroyed
  • Optimize the implementation of sounds on WeChat games
  • Use openDataContext to define the open data field in the game.json of the WeChat game. Change the entry file of the open data field to index.js
  • Fix the issue of loading remote resources in the WeChat open data domain
  • Fix errors that may occur when loading plist particles on WeChat games
  • Fix gl.texImage2D error caused by calling cc.RenderTexture.create in WeChat game
  • Fixed an error on WeChat getting old WeChat game open data domain on old version
  • Allows simulation of system information obtained through cc.sys.os on the WeChat mini game developer tools
  • Fixed an issue where the subdomain could not be correctly identified on the old version of WeChat
  • QQ Play:
  • Optimized QQ to play a sound on the realization
  • Fix QQ playing a problem with the following blue screen in iOS 10
  • Repair QQ may play an error when loading plist particles
  • Fixed plug-in script loading exception when posting to QQ to play with Windows
  • Improve header processing in XMLHttpRequest for QQ
  • Perfect userAgent for QQ
  • Fixed QQ playing a text stroke effect
  • Bug Fixes:
  • [Editor] Fix Documentation Links for AudioSource and MotionStreak Components
  • [Editor] Fix the problem that the editor might preview the animation if the animation changes the node’s active
  • [Editor] Fixed an issue where the editor could not be accessed when the login server went down
  • [Editor] Fix the issue that when you repeatedly drag to the same prefab as a child of other prefab
  • [Engine] Fixed an issue where the sprite’s blend mode could not be set to ZERO on the web platform
  • [Engine] Fixed a problem in cc.sequence where nesting other calls to the repeat method’s action would cause abnormal speeds in special cases
  • [Engine] Fix Sprite error after scene change
  • [Engine] [JSB] Fixed an issue that triggered assertions after creating cc.GLProgram in the JS layer and adding it to cc.shaderCache
  • [Engine] [JSB] Fix Native Platform Physics Engine Binding Problem
  • [Engine] [Native] Fixed cc.Sprite.FillType enumeration error on native platform
  • [Engine] [UI] Fixed a positioning issue that may be caused when the scroll view is enabled with vertical, horizontal scrolling, and the inner size is too small.
  • [Engine] [Audio] Fixed an issue where playing audioEngine.resume repeatedly would start from scratch.

New in Cocos Creator 1.9 (Apr 24, 2018)

  • Features:
  • Support for Facebook Instant Games, [see Documentation] (http://www.cocos2d-x.org/docs/creator/manual/en/publish/publish-fb-instant-games.html 162)
  • Support QQ Play, [See Documentation] (http://www.cocos2d-x.org/docs/creator/manual/en/publish/publish-qqplay.html 28)
  • [Editor] Assets panel directly supports copy and paste resources (via right-click menu or shortcut keys)
  • [Editor] In the scene editor’s Rect edit mode, support for dragging a node’s white space, easy to change the value of the anchor
  • [Editor] Added “Sync” button to the particle component’s Property inspector. Clicking Sync will set the Custom parameter to be the same as File. (Synchronize button is only available if you check Custom and set File)
  • [Editor] Adds scale property to Timeline to facilitate editing of both scaleX and scaleY
  • [Engine] PhysicsManager Adds FIXED_TIME_STEP and MAX_ACCUMULATOR Parameters
  • Bug Fixes:
  • [Engine] [Web] Fixed an issue where the input box could not pop up in some MIUI browsers
  • [Engine] Fix the issue that the audio may not stop after checking MD5 build
  • [Engine] Fixed issue where Label’s stroke may be truncated by one pixel
  • [Engine] Fixed an issue with exception-free messages in the cc.Class constructor
  • [Engine] [Animation] Fixed issue where one frame would be played less when the Animation component switched animations or manually set the AnimationState time
  • [Engine] [Wechat] Fixes Failed to Use Remote Service Loading After iOS Wechat Mini Game Native Code Pack Exceeding 4MB
  • DEPRECATION:
  • 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. Use the same interface as cc.systemEvent instead. The original API will be removed in 2.0.
  • As of v1.8.2, dragonBones.CCFactory.getFactory is no longer recommended. Please use dragonBones.CCFactory.getInstance instead. The original API will be removed in 2.0.
  • KNOWN ISSUES:
  • When copying and pasting resources in the Assets panel, the resource properties will still not be copied. (Since 1.9.0)
  • On a native platform, calling the action.easing(cc.ease***) method may cause the node’s logical data to be out of sync. Please use new cc.Ease***(action) instead. (Since 1.8.2)

New in Cocos Creator 1.7.2 (Jan 15, 2018)

  • [Engine] Added interface to get iPhone X safe area (cc.view.getSafeAreaRect and cc.director.getSafeAreaRect)
  • [Engine] automatically hide native iPhone X’s home indicator
  • [CocosStudio] CocosStudio project to improve the import:
  • No longer add Widget components to nodes whose Position is 0%
  • Support import animation frame events
  • Fixed an issue where imported multi-layered nested animations could not be properly correlated
  • Bug Fixes:
  • [Editor] Fixed scene editor error distribution icon
  • [Editor] Fixed a bug where the Property inspector might not respond after selecting the resources folder
  • [Editor] Repair MD5 Cache Windows will modify the user code problem
  • [Engine] Fix physics AABB collision callback
  • [Spine] Fixed a problem where spine repeatedly creates render objects when activated in debug mode
  • [Camera] Fix the problem that the camera is enabled when the camera is not activated on the native platform
  • [Engine] Repair module can not get Intersection if only Intersection is checked when clipping
  • [Engine] Fix ScrollView is scaled incorrectly
  • [Engine] Fix RenderTarget scaling problem
  • [Engine] Fix PageView.scrollToPage can not correctly determine the scope of the problem
  • [TiledMap] Fix Tilemap layer error when there is no element
  • [DragonBones] Fix the same name of the DragonBonesData on the Web platform, skeletal data does not load correctly at the same time
  • [Engine] Fixing Component.schedule may cause an error saying “element’s paused should be paused”
  • [Engine] Fixed mouse bubble incident related issues
  • [Engine] Fixed a bug where the native platform in 1.7.0 failed to call the opengl and glNode interfaces
  • [Engine] Fix some related issues in JSB 2.0
  • [Engine] Fix native platform Scheduler.isTargetPaused undefined problem in JS
  • [Engine] Performs the parameter types supported by jsb.reflection.callStaticMethod
  • [Engine] Remove SSE support under the Android platform x86 architecture in order to fix operational issues on some Android emulators
  • [Engine] Fixed Android compilation error when APP_PLATFORM> = 22
  • [Engine] Fix the problem of failing to refresh the sorting after changing the order of sub-nodes of Layout
  • [Engine] Fixed the problem that the resident node in the scene z order failed
  • [Engine] Fix the native platform ResizableBufferAdapter :: resize about the issue
  • [Engine] Fix the native platform socketio.emit does not pass the payload parameter caused the exception
  • [Engine] Fixed native XMLHttpRequest calling onerror instead of ontimeout on timeout
  • [Engine] fixes potential memory leak if jsb.reflection.callStaticMethod class can not find classes (jsb.reflection.callStaticMethod.)
  • [Engine] Solve the Android conversionEncodingJNI memory leak problem
  • [Engine] Solve the warning problem that Android onWavClose has no return value
  • [Engine] to solve the long time in the background and the Activity Activity is recovered by the system after the foreground collapse caused by the collapse
  • [Cocos Analytics] Fix iOS Links Cocos Analytics has a lot of deployment target mismatch warnings
  • [Cocos Analytics] Resolves conflicts with the Reachability class in iOS Cocos Analytics and other third-party libraries
  • [TiledMap] Fixed TiledMap rendering exception caused by depth detection
  • [Engine] Fix the web platform and check Fit Fit and Fit Width
  • [UI] Fixed bug related to deleting SpriteFrame used by Button
  • [UI] Perfect text wrapping rules
  • [DragonBones] fixes the problem of missing keel events
  • Performance Improvements:
  • [Build] Greatly optimized native platform Enable script-encrypted script size
  • DEPRECATION:
  • [Engine] Add cc.ToggleContainer component, v2.0 will replace cc.ToggleGroup. See document (EN 2 | EN)

New in Cocos Creator 1.6.1 (Aug 28, 2017)

  • – [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 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 1.5.2 (Jul 14, 2017)

  • Significantly reduced script compilation time:
  • For projects with a large code base, the script compilation time becomes a big concern to developers. In version 1.5.2, we have further optimized the compilation process so that the compilation time has been greatly reduced. And in the next version we will completely rework the script bundle system, to achieve that when preview during development there’s no need to compile code at all.
  • Add culling for Camera:
  • The introduction of Camera component in the previous version has an impact on culling of objects outside the viewport range. In this version we have re-organized this part of the function, and now we can ensure that objects outside the camera perspective can be properly culled off. We also solved problems with objects instantiated outside the perspective of cameras that may not be displayed correctly in some cases.
  • In addition, the cc.Camera.getCameraToWorldPoint() interface is added to correctly get the world coordinates of objects under camera view.
  • Support Visual Studio 2017:
  • When compiling on windows platform, the option to compile with VS 2017 is added. Also note that we will no longer support VS 2013 from the next Creator version on, please prepare your development environment to make the necessary adjustments.

New in Cocos Creator 1.5.1 (Jun 19, 2017)

  • Improve the async callback mechanism when downloading assets, increase speed of the native and Web assets loading by 2 to 3 times
  • On iOS platform we disable async function of openssl library, to avoid Apple store reject the program for using forbidden API (setcontext, getcontext, makecontext, etc).
  • Add the build option “Merge SpriteFrame in Atlas”, the default is not checked so that when there’re too many spriteFrames in atlas, the loading speed of first scene won’t be affected.

New in Cocos Creator 1.5.0 (May 23, 2017)

  • Integrated Box2D physics engine, add rigidbody and joint components
  • Add Camera components to support high speed scrolls without loss of performance
  • TypeScript and ES6 Class support, fully enhanced IDE code prompt
  • Optimize the scene loading process, the scene load speed increased by 38%
  • Cross-project assets export / import, assets dependencis will be automatically associated.
  • Enhance the experience and compatibility of Label and EditBox in the Windows desktop platform and Android platform
  • Improved hot update with continued download after connection broken.
  • Editor:
  • [Scripting] Add support for TypeScript script, add support for ES6 Class declaration for cc.Class and components. Enhanced code prompts in mainstream IDEs.
  • [Editor] Add asset export/import tool with full dependencies.
  • [Editor] Only one part of the large-size code file is previewed in the Properties panel to improve the editor performance when browsing large files
  • [Editor] Add the option "Load in the editor" for the script assets when checked "Import as plugin". To determine a plugin script whether should be loaded in the editor, to improve the efficiency of the scene open.
  • [Editor] Exports all CCClasss for all project scripts by default.
  • [Editor] When the custom engine path fails to load, an error is reported and an attempt is made to use the built-in engine
  • [Editor] Fixed the issue when quit editor after modify the scene, and choose save in pop-up dialog cannot save the scene properly.
  • [Editor] Add update-db API in preview server so that you can send request to the preview server to trigger asset import and script compilation.
  • [Editor] Fix the alpha value of cc.Color will be deserialized wrongly when set to 0.
  • [Editor] Fix the problem when you cancel the save file dialog an error will be reported.
  • [Assets] Fixed sub-meta import failure does not show the error message issue.
  • [Assets] Add the "Open asset in library" option in the context menu of Asset panel.
  • [Assets] Fixed error when creating Prefab by dragging a scene node to Assets panel: typeError: s.canAddChild is not a function at assets-tree._onDropAreaMove
  • [Build] Fix compilation failure errors that may occur when building and compiling window and android platforms with binary templates
  • [Build] Combine SpriteFrame asset json file in an atlas into a single file.
  • [Build] Fixed command line build failed when the preview page is not closed.
  • [Build] Fix the issue of increased file count when building with inline all SpriteFrame option in some cases
  • [Build] supports the use of Android Studio 2.3+ and Build Tools 25 to build Android projects
  • [Build] Fix AutoAtlas on windows does not generate spriteFrame information correctly into settings.js issue.
  • [Build] Add custom build and compile event callback for editor extensions.
  • [Build] Fix the problem with wrong ndk.dir field name in local.properties when building Android Studio project
  • [Build] supports the use of Visual Studio 2017 to build native projects
  • [Prefab] Added dependency async loading option on Prefab asset
  • [Prefab] Fixed when save automatic synchronization prefab refers to other prefab assets will report error issue.
  • [AutoAtlas] Fixed AutoAtlas created in resources folder will not add spriteframe information to the settings in the settings.js issue.
  • [ProjectSettings] Fix the problem that the Properties panel not updated in time once group setting changed.
  • [ProjectSettings] Fix the problem of setting the simulator orientation vertical and horizontal does not take effect.
  • [Preferences] Fix preferences -> Native development environment, when the javascript or cocos2d-x engine path is not specified, the settings can still be saved.
  • [Preview] Replaces the FPS display module for web platform preview, adding more debugging information
  • Engine:
  • [Render] set cc.macro.FIX_ARTIFACTS_BY_STRECHING_TEXEL macro back to 0 to fix the problem that the surrounding pixels of texture will be cut off. But this change will cause the issue that tiledmap may produce a black seam when zooming and paning. You can fix it by generate a tiledmap map with extruded pixel around each tile (If you use the shoebox to generate a map, you need to set extrude to 1, padding is set to 2)
  • [Engine] Optimized the deserialization and download of asset operations when the web platform loads scenes. In the local preview the speed of scene loading may increase by 38% (the bottleneck still depends on the speed of the connection when the resource is loaded, and the actual speed boost may be lower than that)
  • [Engine] In CCClass declaration's editor properties add the executionOrder field to control the script execution order
  • [Engine] cc.loader.loadResAll has been renamed to loadResDir, added loadResArray interface, used to pass the same type of asset url array
  • [Engine] Enabled multi-touch events on the iOS device, now you can correctly use the two-finger zoom and other gestures
  • [Engine] Fixes customEventData in the EventHandler component may change to an invalid value in the script
  • [Engine] Fixed an issue where the capInsets setting was invalid when the Sprite component was not activated
  • [Engine] Fixed native platform using the relative path to load the tmx file will report error issue.
  • [Engine] Optimize the use of DOM Image memory, delete dom image after handleLoadedTexture, and use the object pool reuse dom image to reduce the memory footprint
  • [Engine] Add pauseAllActions and resumeAllActions interfaces on cc.Node
  • [Engine] Add pauseSystemEvents and resumeSystemEvents interfaces on cc.Node
  • [Engine] Upgrade the C ++ engine's Audio and Network related code libraries
  • [Engine] Fixes crash when loading scenes with async asset loading that use the LabelAtlas font asset.
  • [Engine] Fixed calling cc.loader.release on prefab loaded by script will not release dependent asset issue.
  • [Engine] Fixed deactive node in onLoad may lead to onLoad callback not triggered on sibling node.
  • [Engine] Fixed when the width or height of Scale9Sprite is set to 0, the sliced ​​mode will lead to data calculation error issue.
  • [Engine] Fixed issue when some of the UI nodes call removeFromParent() after unload the scene, the UI object's cleanup function will not be called correctly, resulting in the native platform ui control memory can not be cleared.
  • [Engine] Fixed an issue where a registered event on a node might be triggered when a non-active node was added to the node tree
  • [AssetManager] adds more progress information to the progress callback, including: total bytes, downloaded bytes, total number of files, number of downloaded files, and recovery from recovery.
  • [AssetManager] Fix setVersionCompareHandle in the init process can not take effect
  • [AssetManager] supports dynamic creation of manifest files and manual loading of local and remote manifests
  • [AssetManager] Fixed restart download cannot be completed after connection fail.
  • Components:
  • [Physics] Supports Box2D physics engine
  • [Camera] Add Camera component
  • [Animation] Fixes the use of cc.instantiate clone when the animation node is animated playOnLoad does not take effect
  • [Animation] Fixed animation delay setting is invalid
  • [Animation] Fixed an issue where the Animator object might leak when the node where the Animation node moved out of the node tree and then the node's destroy operation
  • [Animation] Fixed the issue that add new component in the animation edit mode and edit the problem that will cause the error
  • [Animation] Fixed set asset with empty uuid will cause error issue.
  • [Animation] Fixed in animation editing mode, change the delete clip will lead to crash issue
  • [Particle] Fixed set auto release on particle component may cause error issue.
  • [Particle] Fixes the issue of using the animation editor to edit the particle position may cause error.
  • [BMFont] Fix the imported file in the file where the path is an absolute path when the import error will be reported
  • [Label] Refactored Label implementation on windows desktop platform to achieve the following problems:
  • Word wrap, Shrink and other text overflow effect is invalid
  • Single line text box is displayed as multiple lines when inputting content
  • The text box will only show the first few characters
  • Text can not be aligned when multiple lines of text are entered
  • [Label] Fixed iOS platform shrink mode will not show complete text content issue.
  • [Label] You can use the fontFamily attribute to specify the font type when using system fonts
  • [Label] Fixed BMFont in the native platforms will cause memory leak problem
  • [Label] Fixed bug where bmfont switched fonts will cause spaceX property fail to take effect.
  • [Toggle] modifies the timing at which the Toggle component sends events and sends events after the other toggle state changes
  • [Toggle] When isChecked now sets the target node's active instead of setting the target node's sprite.enabled
  • [ToggleGroup] Now calls addtoggle when it needs to be enabled
  • [EditBox] Refactored EditBox in the windows desktop platform to achieve directly in game interface to enter the text, no longer need to pop up a dialog box.
  • [EditBox] Improved EditBox compatibility on the Android platform: Fix the first time you click on the input box may not be able to pop up the keyboard problem; Fixed input before and after the font size is not uniform; Fixed switch EditBox single and multi line mode shows incorrect alignment problem.
  • [EditBox] Fixed textChanged event callback count on the native platform is not correct
  • [EditBox] Fixed the problem that the native platform displays double text when the string attribute is modified in the textChanged event
  • [EditBox] Fixed modifies EditBox.string in event callback will cause incorrect cursor position issue; Fixed switch single and multi-line mode, EditBox window adaptation is not correct issue.
  • [ScrollView] Fixed scrolling to the border events that can be fired multiple times after setting elastic rebound.
  • [ScrollView] Fixed the problem of inertia scrolling cannot bounce back to initial position, Fixed the issue using script to execute removeFromParent and then add it to the node tree will be unable to scroll.
  • [VideoPlayer] Add embedded video playback (inline play) mode for iOS platform.
  • [VideoPlayer] Fixed video cannot be played in iOS 10 browser issue.
  • [VideoPlayer] in toggle visibility, no longer remove dom, but only modify visibility
  • [WebView] Fixed webview size in iOS browser is not correct
  • [WebView] Fixed webview in chrome 58 may not work issue, toggleVisibility will no longer remove the dom node.

New in Cocos Creator 1.3.3 (Jan 20, 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