【已发布】Cocos Creator v3.5 社区测试版

关于开源仓库

从 3.5 开始,Cocos Creator 的开源仓库做了比较大的更新,现在和大家同步一下:

  1. 引擎仓库从 cocos-creator/engine 仓库转移到了 cocos/cocos-engine 仓库
  2. 原生引擎仓库 cocos-creator/engine-native 被完全合并到 cocos-engine 仓库内的 native 目录下,此举是为了更好得统一引擎的开发和开源
  3. 从 3.5 开始,我们会用更加开源和国际化的方式来运营引擎,包括 cocos-engine 仓库下的 issues 和部分 public projects
  4. 目前开放正在实施过程中,新的 issue 我们会在 cocos-engine 仓库中建立 issue 以便跟踪,旧的 issue 因为迁移困难暂时不会移到开源仓库,但是未来从 3.7 版本开始(3.6 版本已有大量任务在私有仓库中规划好),理论上所有的公开规划都可以从 issue 和 projects 中获得
  5. 为了让全世界的开发者都可以参与到开源社区的建设中,我们的 issue 要求使用英文,大家如果有困难也可以使用 google 翻译等翻译软件,感谢大家的理解

关于开源仓库的部分先简单同步到这里。

v3.5 社区版本

接下来就是我们 3.5 的社区测试版本,大家可以从下面的 issue 中获取 3.5 的更新信息

https://github.com/cocos/cocos-engine/issues/10506

下载地址

https://www.cocos.com/creator

更新列表

  • [FEATURE] Marionette: layer, mask, auto-reset trigger, empty state, localization (engine#10179)(engine#9913)(engine#10550)
  • [FEATURE] Improve user experience for 2D only project
  • [FEATURE] Integrate Android Frame Pacing library (engine#10327)
  • [FEATURE] Add low level geometry renderer for debugging (engine#10189)
  • [FEATURE] Support undo redo on editing assets (engine#10657)
  • [FEATURE] Make builtin material of fbx and GLTF directly editable (engine#10518)
  • [FEATURE] Add Flatten and SetHeight sculpt tool to terrain editor
  • [FEATURE] Support drag or select animation clips directly to the animation editor for editing
  • [FEATURE] Make animation module optional (engine#10257)
  • [FEATURE] Support engine separation feature in OPPO platform build
  • [FEATURE] Add shadow bias setting for MeshRenderer (engine#10102)
  • [FEATURE] Add constants for surface shaders (engine#10590)
  • [FEATURE] Add Texture2D option to fix blending artifact caused by semi-transparent pixels (engine#10419)
  • [FEATURE] Support selecting mipmap range for Texture2D and TextureCube. (engine#10500)(engine#10096)
  • [FEATURE] Add a new interface to query format feature info: Device.getFormatFeature (engine#9949)
  • [FEATURE] Add specular intensity for DCC effects (engine#10613)
  • [FEATURE] Rich text supports vertical alignment (engine#10340)
  • [FEATURE] Add spacingX property to Label inspector for BMFont type (engine#9541)
  • [FEATURE] Distribute touch events independently (engine#10712)
  • [FEATURE] Add destroy window event and recreate window event on windows platform (engine#10365)
  • [FEATURE] Add Node.getPathInHierarchy for getting complete path in hierarchy (engine#9536)
  • [FEATURE] Support to add custom texture compress tools in the Project Settings
  • [FEATURE] Support the OS Target (simulator or device) option in iOS platform build
  • [FEATURE] Add cmake hooks support for cocos-service (engine#10691)
  • [FEATURE] Support inspector droppable config (engine#10440)
  • [OPTIMIZE] Redesign platform abstraction layer
  • [OPTIMIZE] Optimize memory occupation of RealCurve, CurveRange (engine#10346)
  • [OPTIMIZE] Optimize decorator performance for particle system instantiation (engine#10323)
  • [OPTIMIZE] Avoid spine & dragonbones copping buffer from native to js (engine#10235)
  • [OPTIMIZE] Android: reduce power consumption by using okhttp to implement websockets (engine#10384)
  • [OPTIMIZE] Improve camera-component inspector user experience (engine#10708)
  • [OPTIMIZE] Improve Skybox inspector user experience (engine#10004)
  • [OPTIMIZE] Refine context 2d implementation, reduce call from native to js (engine#10211)
  • [OPTIMIZE] Reset light map when rebuild terrain (engine#10714)
  • [OPTIMIZE] Simplify cmake configurations in the native template (engine#10479)
  • [OPTIMIZE] Improve the JSON grouping strategy for building dependencies of merged bundle
  • [OPTIMIZE] Optimize texture compress panel, support searching config in panel
  • [OPTIMIZE] Optimize output logs of the build process, parameter completions of the command line build, parameter checks for some platforms
  • [OPTIMIZE] Disable bindingMappingInfo validation (engine#10701)
  • [OPTIMIZE] Reset-property from unknown type (engine#10687)
  • [OPTIMIZE] Exclude arm64 arch and specify x86_64 for ios simulator by default (engine#10679)
  • [OPTIMIZE] Do not play particle system component in Editor (engine#10678)
  • [OPTIMIZE] Disable post-process alpha blend (engine#10658)
  • [OPTIMIZE] Set simulator window position to center (engine#10655)
  • [OPTIMIZE] Remove cocos2d-x network deprecated code (engine#10647)
  • [OPTIMIZE] Remove deprecated API in animation module (engine#10645)
  • [OPTIMIZE] Remove some deprecated api (engine#10656)
  • [OPTIMIZE] Minor module refactor in core/renderer/ (engine#10643)
  • [OPTIMIZE] Add keep attribute to java class in project cfg (engine#10641)
  • [OPTIMIZE] Change rich text warning for splitting long strings (engine#10624)
  • [OPTIMIZE] Disallow animation on particle system properties (engine#10605)
  • [OPTIMIZE] Mark some methods as internal (engine#10604)
  • [OPTIMIZE] Disallow animation on customMaterial (engine#10601)
  • [OPTIMIZE] Do not remove all RichText children when resetting (engine#10599)
  • [OPTIMIZE] Modify the application interface name and remove the js keyword (engine#10556)
  • [OPTIMIZE] Optimize ts templates (engine#10553)
  • [OPTIMIZE] Optimize assets editing interface (engine#10531)
  • [OPTIMIZE] Output warning info when attached to the node has zero scaling (engine#10524)
  • [OPTIMIZE] Android: prevent class CocosWebSocket from obfuscation in release mode (engine#10511)
  • [OPTIMIZE] Optimize the way how animation component update its animation content (engine#10485)
  • [OPTIMIZE] Shader optimization always on (engine#10483)
  • [OPTIMIZE] Move AppDelegate into template (engine#10509)
  • [OPTIMIZE] Add dynamic library export macro (engine#10393)
  • [OPTIMIZE] Add DisallowMultiple for UIOpacity component (engine#10390)
  • [OPTIMIZE] SDL related interface encapsulation (engine#10385)
  • [OPTIMIZE] Optimize material editing using cache prop-value (engine#10376)
  • [OPTIMIZE] Keep EditBox placeholder overflow (engine#10368)
  • [OPTIMIZE] Use approx instead of strict equal in UITransform to avoid potential endless loop (engine#10357)
  • [OPTIMIZE] Modify diffuseMap property visibility (engine#10333)
  • [OPTIMIZE] Windows platform handles multiple events at once (engine#10344)
  • [OPTIMIZE] Shader code style improvements for future surface shader (engine#10326)
  • [OPTIMIZE] Bypass job system creation if not needed (engine#10308)
  • [OPTIMIZE] Optimize android download tasks. (engine#10274)
  • [OPTIMIZE] @disallowAnimation should not imply visible (engine#10262)
  • [OPTIMIZE] Optimized deletion operation for skybox environment map (engine#10248)
  • [OPTIMIZE] Optimize property name display format (engine#10241)
  • [OPTIMIZE] Return aabb objects back to pool after usage (engine#10230)
  • [OPTIMIZE] JSB add convert routines for size_t/long (engine#10198)
  • [OPTIMIZE] Change lighting map unpack and luminance multiply (engine#10185)
  • [OPTIMIZE] Rearrange IA input variables and functions for surface shader (engine#10123)
  • [OPTIMIZE] GFX: refactor access typed array to access flags (engine#10103)
  • [OPTIMIZE] Gfx: refactor binding mappings (engine#10013)
  • [OPTIMIZE] Use lagacyPublic to marked deprecated public interface (engine#9859)
  • [OPTIMIZE] Shadow info migration (engine#9857)
  • [OPTIMIZE] Safely destroy the geometry data (engine#9849)
  • [OPTIMIZE] UI: add same value check in property setter (engine#9744)
  • [OPTIMIZE] Optimize label serialization of “spacingX” and “underlineHeight” (engine#9629)
  • [OPTIMIZE] Rich Text format optimization by split into small sections (engine#9601)
  • [OPTIMIZE] Clean up gfx module for independent compilation (engine#9573)
  • [OPTIMIZE] Code style: replace macros to functions (engine#9572)
  • [OPTIMIZE] Set active to false if pass undefined or null to Node.active (engine#9571)
  • [OPTIMIZE] Optimize scroll view offset annotations (engine#9553)
  • [OPTIMIZE] Remove deprecated attributes: srcBlendFactor and dstBlendFactor#6461 (engine#9533)
  • [OPTIMIZE] Show pipelineStates in inspector (engine#10586)
  • [OPTIMIZE] Add category config file for docs (engine#10589)
  • [FIX] Fix octree culling rule (engine#10723)
  • [FIX] Walk around iOS 15.4 wasm memory issue (engine#10721)
  • [FIX] Bypass the bug that vulkan destroys resources that are still in use (engine#10716)
  • [FIX] Fix the performance issue caused by texture mipmap (engine#10713)
  • [FIX] Fix native module override (engine#10709)
  • [FIX] Fix #11925 skin instancing vertex attributes binding order for native… (engine#10703)
  • [FIX] Fix rich text children index bug (engine#10700)
  • [FIX] Fix sub context view not working when the design resolution size is less than 513 * 513 (engine#10698)
  • [FIX] Fix scroll view Auto Scroll Brake bug (engine#10693)
  • [FIX] Fix instanced rendering issue by joint index (engine#10692)
  • [FIX] Fix: set tmxAsset not apply file (engine#10690)
  • [FIX] Fix: set skeleton data, _cachedSockets should be reset (engine#10671)
  • [FIX] Remove playing audio when player is destroyed (engine#10670)
  • [FIX] Use correct macro patches (engine#10669)
  • [FIX] Correct profiler statistics (engine#10667)
  • [FIX] Fix screen size && touch event on Alipay platform (engine#10666)
  • [FIX] Fix ndk path not working (engine#10627)
  • [FIX] Fix android crash due to eglSurface unavailable (engine#10621)
  • [FIX] Use macro to set XXTEAKEY (engine#10607)
  • [FIX] Fix opacity bug when active false (engine#10595)
  • [FIX] Fix #11796 using cc_shadowbias without batching macro (engine#10587)
  • [FIX] Fix ui-mesh-renderer in editor (engine#10582)
  • [FIX] Fix ios enter forground crash by useless appDelegateBridge (engine#10580)
  • [FIX] Fix cross fade bug introduced in #10485 (engine#10576)
  • [FIX] Fix skeletal animation state got update twice (engine#10571)
  • [FIX] Avoid creating the window twice (engine#10566)
  • [FIX] Fix animation event type typing (engine#10562)
  • [FIX] Animation state bugfix (engine#10558)
  • [FIX] Fix watermark can not show normally (engine#10547)
  • [FIX] Fix sprite-frame size after repetitive dynamic creation of tiled map (engine#10535)
  • [FIX] Fix MTLTexture::doInit (engine#10532)
  • [FIX] Fix gfx::FrameBufferInfo rehash crash bug (engine#10525)
  • [FIX] Fix tiled show with pixel offset (engine#10523)
  • [FIX] Fix label Blend Factor bug for byte dance platform (engine#10516)
  • [FIX] Fix animation bug introduced from #10485 (engine#10512)
  • [FIX] Fix vec3 & vec4 transformAffine (engine#10508)
  • [FIX] Fix animation blending zero check (engine#10499)
  • [FIX] Fix pointer event when camera.orthoHeight changed (engine#10496)
  • [FIX] Fix Android websocket send string (engine#10495)
  • [FIX] Fix getUrlWithUuid smart hint issue (engine#10484)
  • [FIX] Fix punctual lights luminance * PI (engine#10480)
  • [FIX] Set light map clamp to border and fixed rebuild terrain weights (engine#10470)
  • [FIX] Clear Particle under UIMeshRenderer when play end (engine#10468)
  • [FIX] Fix: There is no need to execute updatePreview in the ready lifecycle (engine#10466)
  • [FIX] Fix fog accumulated error with multiple local lights (engine#10445)
  • [FIX] Fix templates and minor tweaks (engine#10434)
  • [FIX] Force update for spine color setting. (engine#10417)
  • [FIX] Fix opacity dirty bug when parent change (engine#10416)
  • [FIX] Fix gen-simulator (engine#10401)
  • [FIX] Fix animation not work caused by creating spine in a hided node (engine#10380)
  • [FIX] Fix 2D physics rotation error (engine#10373)
  • [FIX] Reset render data before set asset for spine/dragonbones (engine#10370)
  • [FIX] Fix crash caused by incorrect hash (engine#10359)
  • [FIX] Fix spine/dragonbones opacity update (engine#10349)
  • [FIX] Fix spine rendering confusion (engine#10348)
  • [FIX] Fix bug: reset renderer-component would not update model (engine#10342)
  • [FIX] Fix ios icon res lost (engine#10336)
  • [FIX] Fix compiling error with merged code (engine#10332)
  • [FIX] Fix: #11580 create new light source with unknown typed intensity in the inspector (engine#10324)
  • [FIX] Fix skinned mesh morph rendering (engine#10318)
  • [FIX] Avoid spine and dragon crash. (engine#10314)
  • [FIX] Fix spine in native platform can not get animation name (engine#10303)
  • [FIX] Fix dragonbones/spine sockets transform (engine#10260)
  • [FIX] Fix crash when app jump to camera (engine#10255)
  • [FIX] Fix translucent problem due to SurfaceView‘s limit (engine#10228)
  • [FIX] Fix unnecessary include for surface shader (engine#10220)
  • [FIX] Fix misuse of draw API on metal (engine#10195)
  • [FIX] Fix: linux build use static link. need add sndio lib (engine#10186)
  • [FIX] Fix ios device display effect (engine#10184)
  • [FIX] Fix spine binary data read issue. (engine#10172)
  • [FIX] Fix android 12 crash when using Vulkan backend (engine#10158)
  • [FIX] Fix fps calculation error for linux and QNX (engine#10141)
  • [FIX] Fix default scene camera clear flags is solid not skybox (engine#10132)
  • [FIX] Update ci yml files, add native/web prefix, cherry-pick from #10083 (engine#10104)
  • [FIX] Fix binding mappings (engine#10058)
  • [FIX] Fix shader code style (engine#10039)
  • [FIX] Fix decorator order issue in standalone mode (engine#9911)
  • [FIX] Fix keyframe editorExtras serialization (engine#9905)
  • [FIX] Fix pixels offset (engine#9829)
  • [FIX] Fix negative scale widget in editor (engine#9811)
  • [FIX] Particle alpha blend fix (engine#9784)
  • [FIX] Fix import relation (engine#9765)
  • [FIX] Fix bug that causes autoScrolling is always triggered in v3.5 (engine#9548)
  • [FIX] Fix crash: native model is destroyed but not removed from render scene (engine#9543)
  • [FIX] Update the split condition of RichText truncations (engine#10252)
  • [FIX] Fix iOS Simulator compile error when using TBB on Apple Silicon device (cocos-engine-external#232)
  • [FIX] Fix rendering issue after baking light map with prefab
  • [FIX] Fix prefab data lost when exiting from animation edit mode to prefab edit mode
  • [FIX] Fix prefab/scene data may be overwritten when switch between scene and prefab quickly
  • [FIX] Fix warning when clicking on different FBX assets
  • [FIX] Fix a series of optimization issues related to keyframe operation in the animation editor
  • [FIX] Fix baking tool LightFX multi-thread error
  • [FIX] Fix build error on windows platform when editor path contains spaces
  • [FIX] Fix build failure after check [Main Bundle is remote] option on mac platform
  • [FIX] Fix an issue where the editor extension failed to start and could still be queried
  • [FIX] Fix prefab ID will be changed after rename of FBX or GLTF

欢迎大家的下载测试和反馈,我们会积极跟进!

7赞

大凌晨发版本, 辛苦啊 :rofl:

emmmmmm 好像下不了

找不到 ftp.cocos.org 的服务器 IP 地址。

3.5来了 3.6还会远吗…

链接打不开

无法访问此网站
tp.cocos.org** 的响应时间过长。

链接修复了。

光照贴图面板空的。。

想知道除了粒子加载性能回复正常之外,还有其他的性能提升吗?

来给新版本开光

20220407_160341.rar (1.5 MB)
所以richText垂直对齐怎么用呢?
还没新建任何东西就各种控制台报错。。

Bi xu study ying-wen le.

scrollview 的修复没放进去,3.4.2的测试贴群友提供的,测试有效

3.4.2的项目升级到3.5.0就报错

1赞


这个文件能麻烦给我们看一下么

就我一个人打开链接的时候提示404吗