Cocos Creator v2.0.9 内测版发布帖(3-04 更新 rc.5)

不能喔

MAX_MATERIAL_BUFFER_SIZE 在哪?脚本层能修改宏吗?
现在的值是512?代表什么?512M内存?

不是,512字节,在c++代码中

你测试的是 Widget 组件吧?Widget 目前确实不能取消勾选…… 之后会完善

下个版本会修复,谢谢反馈

请问这个是怎么回事啊?编译时就报错了

那为什么你们不设置大一点呢?我就用Spine做个开场动画都用不了了啊

超过目前的尺寸,说明单个动画有20多drawcall了,有些偏高,但对于用spine做开场动画来说,确实有可能,这种情况下,修改这个阈值就ok了。

Android真机上cocos2d-jsb.js报错了,第43144行 vb.destroy is not a function。详细错误日志如下:

2019-03-01 19:28:00.488 18546-18618/com.leju.android.qp E/jswrapper: ScriptEngine::evalString script (no filename), failed!
2019-03-01 19:28:00.488 18546-18618/com.leju.android.qp E/jswrapper: [ERROR] (D:/ProgramFiles/CocosCreator2.0.9/resources/cocos2d-x/cocos/scripting/js-bindings/jswrapper/v8/Object.cpp, 534): Invoking function (0xcf8d8720) failed!
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: LoadScene a6yRJYZVBIm6wGEuueL5rk: 42979.92300000001ms
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: InitScene: 0.010999999998603016ms
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: AttachPersist: 0.015000000013969839ms
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: AutoRelease: 0.26500000001396984ms
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.502 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.503 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.503 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.503 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.503 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.503 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.503 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.503 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.503 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.503 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: object already destroyed
2019-03-01 19:28:00.503 18546-18618/com.leju.android.qp D/jswrapper: JS: [ERROR]: The buffer already destroyed
2019-03-01 19:28:00.503 18546-18618/com.leju.android.qp E/jswrapper: ERROR: Uncaught TypeError: vb.destroy is not a function, location: src/cocos2d-jsb.js:0:0
STACK:
[0]destroy@src/cocos2d-jsb.js:43144
[1]clear@src/cocos2d-jsb.js:41253
[2]onDestroy@src/cocos2d-jsb.js:20587
[3]anonymous@src/cocos2d-jsb.js:26052
[4]destroyComp@src/cocos2d-jsb.js:23019
[5]_onPreDestroy@src/cocos2d-jsb.js:13316
[6]167.prototype._destroyImmediate@src/cocos2d-jsb.js:27327
[7]_onPreDestroy@src/cocos2d-jsb.js:44239
[8]_onPreDestroy@src/cocos2d-jsb.js:8200
[9]167.prototype._destroyImmediate@src/cocos2d-jsb.js:27327
[10]_onPreDestroy@src/cocos2d-jsb.js:44236
[11]_onPreDestroy@src/cocos2d-jsb.js:8200
[12]167.prototype._destroyImmediate@src/cocos2d-jsb.js:27327
[13]_onPreDestroy@src/cocos2d-jsb.js:44236
[14]_onPreDestroy@src/cocos2d-jsb.js:8200
[15]167.prototype._destroyImmediate@src/cocos2d-jsb.js:27327
[16]_onPreDestroy@src/cocos2d-jsb.js:44236
[17]_onPreDestroy@src/cocos2d-jsb.js:8200
[18]167.prototype._destroyImmediate@src/cocos2d-jsb.js:27327
[19]_onPreDestroy@src/cocos2d-jsb.js:44236

RC3

性能不懂哪里有问题

2.0.8版本:

2.0.9-rc2版本:

代码一模一样,只是换版本在浏览器上运行

浏览器是chrome 72.0.3626.96(正式版本) (64 位),操作系统mac OSX

额外信息:

刚开始都很正常,一直往场景里面创建节点,并随机节点移动方向,update刷新节点x、y值。2-3分钟就这样了。。。:joy:(木有demo)

请问是什么操作引发的?能给个 demo 吗?

能不能禁用动态图集试试?在启动项目时运行
cc.dynamicAtlasManager.enabled = false;

工具上主要是onFollows的:

代码:

已经换回2.0.8开发了,就是不知道哪个东西影响了

我试下看看,有问题我再反馈,稍等

哦…… 这个版本修复了设置 zIndex 时,输入事件的检测顺序未更新的问题。现在每个节点的 zIndex 改变时,都会刷新所有平级节点的渲染顺序,还有输入事件的顺序。导致复杂度变成了 N * N。这个我们内部再优化一下吧!

具体哪里触发的我还不知道,现在装上RC4了,我看看还会不会出现这个问题,我再定位一下是什么操作引起的。

关闭动态合图后貌似差别不大,所以是频繁变更z值导致的么。看了下主要消耗就是Game Loginc

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这个我们内部再优化一下吧!

好的,辛苦哈!我用2.0.8开发,暂时倒是不影响,主要做很多2D又要透视的游戏,都通过节点y值来刷新z值。所以有影响到就是了