我们预订在春节前推出 3.4.1,方便大家年后立项。由于是小版本更新,主要是进行缺陷修复和体验优化,欢迎大家试用和反馈!感谢!
下载地址 011909:
- https://download.cocos.org/CocosCreator/v3.4.1/CocosCreator-v3.4.1-win32-011909.zip
- https://download.cocos.org/CocosCreator/v3.4.1/CocosCreator-v3.4.1-darwin-011909.zip
版本更新
011909 版本
- iOS14 Web 上重复上传 2D Batched VB & IB 避免 iOS14 bug 引发的性能问题
- 修复事件派发优先级,让 UI 监听器永远优先于 input 事件监听器
- 修复 RenderData hash 未更新导致的渲染丢失问题
- 修复 SkeletalAnimation sample 的使用问题
- 修复 TiledLayer 的颜色设置问题
- 在微信上允许开启 WebGL 2.0,为未来支持 WebGL 2.0 的微信版本做准备
011319 版本
- 修复 2D 合批重构带来的一些渲染、状态同步和 Alpha 级联问题(感谢大家的反馈)
- 修复 2D 合批重构造成的原生 Spine & DB 性能下降,目前已超过 3.4 版本(Android Web 端 Spine 和 Dragon bones 反而有一些下降,会尽快修复)
- 小幅度优化粒子系统运行性能
- 修复动画 crossFade 时的错乱问题
010808 版本
- 重构 2D 合批策略,RenderData 持有静态 VertexBuffer 内存,优化 2D 渲染全平台性能
- 优化 2D 渲染组件状态管理,UV 和 Color 改为立即填充,避免污染 VB 状态
- Material.copy 现支持接受 override 材质修改参数
- 修复多 Camera 渲染到同一个 RenderTexture 上被覆盖的问题
122520 版本
- 修复编辑器启动脚本过多的项目比较慢的问题
- 修复编译模拟器会出现报错的问题
- 限制 web 平台 dpr 最大为 2,修复 Android Web 端因此导致的性能下降
- 修复阴影部分情况下性能下降的问题
- 修复 iOS/macOS 第二次调用 restart 异常退出问题
- 修复 Android 平台进入后台游戏逻辑停止的问题
- 修复原生平台一些内存碎片问题
- 修复 spacingX 属性没有序列化的问题
- 修复 debug 模式 restart 后 profiler 消失的问题
- 修复 burst 在暂停后重新播放表现不对的问题
- 修复切换场景 UseHDR 按钮,效果相反的问题
- 修复 iOS & Mac Safari 不支持 USE_REFLECTION_DENOISE 的问题
- 修复 Cocos Play 与微信平台由 getSystemInfoSync 引入的性能下降的问题
- 修复 Sphere Light在Android上H5效果不正确的问题
- 修复 windows 平台 debug 模式下,三个 cocos 游戏同时运行时的崩溃问题
- 修复 GPU 粒子性能下降的问题
- 修复 Android 下 Spine 节点后一个节点渲染效果不正确的问题
遗留问题
- Slider 在 ScrollView 中无法被平滑拖动的问题:v3.4.2
- SkeletalAnimation 在不调用 play 的情况下直接 setTime 无效的问题:v3.4.2 修复方案
- 2D 粒子在部分情况下会产生闪烁:v3.4.2 修复方案
- Dragonbones 在设置位置后需要调用
ArmatureDisplay.markForUpdateRenderData
才可以正确更新:v3.4.2 修复方案 - Android 12 使用 Vulkan 后端会导致崩溃:v3.4.2 修复方案
详细更新列表
- Android: Java flush game thread tasks (engine-native#4193)
- Fix iOS keyboard hide issue (engine-native#4185)
- Fix mem status (engine-native#4179)
- M1 deferred rendering issue: fbf & write to same tex not fully support (engine-native#4174)
- Fix the problem of deferred pipeline multi-execution transparent queue (engine-native#4168)
- Improve mesh buffer for avoid iOS14 performance drop (engine#10015)
- Add sprite frame event off & fix renderData hash bug (engine#10012)
- Fix sprite rect bug (engine#10011)
- Remove deprecated in error map (engine#10007)
- Protect meshBuffer max vertex count (engine#10005)
- Change macro for meshBuffer (engine#10001)
- Fix touch event on IMAGE STENCIL mask component (engine#10000)
- Fix TiledLayer’s color setting (engine#9997)
- Enable model after playing instead of onEnable (engine#9991)
- Support EventDispatcherPriority, ensure UI have higher priority than input (engine#9976)
- Clear attachment for editor camera render area (engine-native#4164)
- Remove local reference array (engine-native#4161)
- Fix Lighting stage feedback loop (engine-native#4157)
- Remove unnecessary include (engine-native#4153)
- Fill vb with 0 when allocate (engine#9989)
- Fix spriteFrame apply time (engine#9987)
- Add MeshRenderData.resize for changing both buffer size and IA size (engine#9986)
- Fix tiled map (engine#9980)
- Particle performance improve (engine#9979)
- Separate IA range and buffer range in MeshRenderData (engine#9978)
- Fix planar-shadow normal is zero (engine-native#4165 & engine#9975)
- Fix: keep children with same layer in editbox (engine#9971)
- Avoid one MeshRenderData upload repeat (engine#9969)
- Request IA by pool (engine#9967)
- Fix skeleton animation cross fade/play won’t stop last animation (engine#9965)
- Set opacity all time (engine#9959)
- Fix Opacity cascade (engine#9958)
- Fix no planar shadow on mac (engine#9953)
- Fix particle switch cpu / gpu bug caused by alignment space (engine#9952)
- Adjust PhysX initialization (engine#9641)
- Remove redundant autoreleasepool (engine-native#4102)
- Close uv_handle_t (engine-native#4106)
- updateLightingMap sync to native-engine (engine-native#4109 & engine#9828)
- Remove origin code for twice call to java method (engine-native#4114)
- Allow tick() in background (engine-native#4083)
- Fix Android+WebGL PS struct variables has unexpected mediump precision (engine-native#4120 & engine#9863)
- Fix shadow queue performance (engine-native#4119)
- Fix memory leak (engine-native#4115)
- Optimize fixedArea mode culling process (engine-native#4124)
- Fix windows text alias (engine-native#4128)
- Add JsbBridgeWrapper(engine-native#4125)
- Combing planar-shadow calculations (engine-native#4127)
- Multiple Cameras support rendering to the same RenderTexture (engine-native#4132 & engine#9924)
- Change define(CC_DIR_SHADOW) to uniform(cc_lightDir.w) (engine-native#4129 & engine#9921)
- Position Delete & Normal Compress in deferred pipeline (engine-native#4135 & engine#9939)
- Open ddx ddy extension on safari WebGL1 (engine#9820)
- Add profiler reset (engine#9806)
- Fix terrain _updateHeight texcoord error (engine#9809)
- Add burst restart (engine#9832)
- Repair UseHDR button & Skybox HDR status (engine#9843)
- Add decorator “serializable” (engine#9848)
- Restrict DPR on Web platform (engine#9850)
- Improve GPU particle performance (engine#9847)
- Disable multi_draw extension on mobile (engine#9835)
- Cache systemInfo on Cocos Play platform (engine#9856)
- Fix skeleton model receive shadow macro error and toon shadow display errors (engine#9836)
- Fix shadow queue performance (engine#9862)
- Fix mask not working with spine (engine#9864)
- Fix define syntax error (engine#9870)
- Detach from scene before destroying Model/Light (engine#9869)
- Fix set frame rate on runtime (engine#9874)
- Material.copy accepts overrides (engine#9881)
- Label string setter optimization (engine#9880)
- Fix Color.fromHex Bug (engine#9867)
- Change ts template (engine#9883)
- Optimize fixedArea mode culling process (engine#9878)
- Modify builtin texture generation + particle unit test (engine#9841)
- Update Scheduler API (engine#9815)
- Fix readPixels (engine#9900)
- Fix skybox RGBE macro get invalid in startup and mipmap count is overridden (engine#9904)
- Fix bug: remove all actions by tag (engine#9876)
- Fix audio bugs (engine#9889)
- Fix particle index count 0 (engine#9885)
- Jsb-event-handler for event dispatch (engine#9879)
- Fix bug of builtin default texture (engine#9916)
- Refactor communication between skinned mesh renderer and skeletal animation (engine#9787)
- Add extra steps to the destroy functions to update the cached resources in GFX (engine#9875)
- Combing planar-shadow calculations (engine#9903)
- Fallback of shadow supports on Baidu (engine#9897)
- Prefab: Support the persistent flag (engine#9884)
- Fix particle capacity issue(engine#9910)
- Support screen.devicePixelRatio (engine#9926)
- Fix skeleton animation component play or cross fade (engine#9930)
- Animation controller api document (engine#9866)
- Fix event processor list updating (engine#9932)
- Fix multi touch bug (engine#9917)
- Fix MOUSE_WHEEL event can’t be swallowed by node (engine#9931)
- Fix audio buffer memory leak on ByteDance and Web platform (engine#9933)
- Improve compatibility for string of SystemEventTypeUnion (engine#9934)
- Particle culling loop fix (engine#9922)
- Fix keyboard event listening on mobile (engine#9935)
- Fix pointer event sorting after activating node (engine#9906)
- Fix culling deprecated module (engine#9937)
- Fix cc_base.d.ts (engine#9944)
- Add cpu & gpu particle culling unit test (engine#9945)
- Fix planar-shadow plane offset sign issue (engine#9946)
- Fix spine typing (engine#9942)
- Static vertex buffer accessor refactor for Batcher2D (engine#9802)
- Revert deprecate system event (engine#9941)
- Reset swallow state after event handling (engine#9950)
- Fix some spine bug (engine#9948)