Hello, everybody!
We’re very excited to launch the group beta of three.6. We hope you’ll get pleasure from the brand new options and assist us to enhance this milestone model. Please give us your suggestions on this subject if you encounter issues.
Obtain Hyperlinks (ver.080401)
Home windows
Mac OS X
ver.080401
Engine
- Bind lacking capabilities in native to make sure API consistency (engine#12318)
- Add jsb.Asset.prototype.toString (engine#12315)
- Add node’s lacking operate
attr
in native (engine#12314) - Repair spine-core copy operate with incorrect parameter (engine#12287)
- Repair label vertex colour bug (engine#12306)
- Repair timeout timer shouldn’t be cleared whereas xhr.abort is invoked (engine#12303)
- Take away node identify suffix(clone) when instantiate prefab node (engine#12293)
- [Optimization] Briefly disable soft_ 4X PCF sampling (engine#12297)
- Repair cross hash when mix change (engine#12294)
- Set DisableMeshSplitValue to True. (engine#12295)
- Repair bundle loading in recreation view (engine#12284)
- Repair native.reflection.callStaticMethod incorrect signature (engine#12291)
- Fallback to vk 1.2 if a brand new driver is used (engine#12270)
- Solely dispatch modified contact occasion to ts (engine#12285)
- Repair android crash whereas use Vulkan whereas switching between background/foreground (engine#12282)
- Register sensor listener solely when wanted (engine#12283)
ver.072922
- Export enum outlined in engine-adapter.js (engine#12274)
- Repair: animation mode conceal add-component-btn (engine#12264)
- Repair reminiscence points for XMLHttpRequest & WebSocket (engine#12271)
- Use log as an alternative of assert in cleanup to keep away from assert crash in pr check. (engine#12269)
- Add deprecation checks (engine#12266)
- Repair ui mesh renderer allow bug (engine#12265)
- Repair particle-system deserialization (engine#12220)
- Take away mix state on ui render (engine#12228)
- Repair backbone tint (engine#12263)
- Feat: animation graph – help absolute vacation spot begin time (engine#12162)
- Repair the crash after the conduct of Data_to_seval modified from returning TypedArray to returning ArrayBuffer. (engine#12260)
- Repair Object::clearPrivateData doesn’t set _privateData to nullptr (engine#12259)
- [Bug] Take away prefabInfo when copying elements (engine#12255)
- Use native middleware buffer for Backbone and Dragonbones (engine#12233)
- Repair native module constructing for separate engine (engine#12251)
- Add an additional alignment to GeneralBarrierInfo to make it 8 byte aligned (engine#12247)
- Modify the assistance icon colour to –color-default-contrast-emphasis (engine#12196)
- Add deprecated capabilities (engine#12155)
- Export AssetsManager to native (engine#12254)
- Repair Stencil supervisor crash when cross destroy (engine#12241)
- Repair CocosApplication doesn’t unregister engine occasion when restarting. (engine#12250)
- Particle materials swap warning when materials shouldn’t be appropriate (engine#12249)
- Repair sprite body trim bug (engine#12252)
- Add docs for jsb.garbageCollect (engine#12238)
- Delete redundant file OSInterfaceManager (engine#12245)
- Repair HttpClient extreme efficiency degradation by use threadPool in script engine (engine#12240)
- Repair backbone reminiscence leak when restarting recreation and another reminiscence leaks (engine#12206)
- Add again HttpClient::destroyInstance in destroy to repair http no response when restart (engine#12236)
- Repair reflection not export bug. (engine#12237)
- Repair reminiscence leak in BufferAgent.cpp. (engine#12231)
- Repair the bug that recreation will crash on exit when utilizing deferred pipeline (engine#12216)
- Refine websocketClose parameters for defense (engine#12202)
- Revert convertToUINode deprecation (engine#12229)
- Add vbColorDirty for native colour filling (engine#12221)
- Disable tbb on HarmonyOS & CI repair bindings (engine#12225)
- Take away USE_REFLECTION_CUBEMAP (engine#12215)
- Floor shader help rendering to reflection map (engine#12223)
- Repair screenPointToRay logic error (engine#12210)
- Change Renderable2d identify (engine#12213)
- Optimize embedded participant/occasion analysis in animation state (engine#12186)
- Specify ndk model for built-in res (engine#12211)
- Optimize body animation efficiency (engine#12209)
- Repair graphics drawing in backbone/dragonbones (engine#12198)
- Repair swap accessor not change buffer (engine#12204)
- Repair bullet contact knowledge error (#13210) (engine#12195)
- Repair inverseBindposes binding (engine#12205)
- Optimizing ‘GCObject’ name efficiency (engine#12208)
- Fastened the issue that the script callback operate couldn’t be registered to recreation in native surroundings (engine#12190)
- Repair reminiscence leaks (engine#12185)
- Repair shader compilation error (engine#12203)
- Repair situation that baked object can’t obtain dynamic shadow (engine#12194)
- Repair a reminiscence leak in CCMTLSemaphore (engine#12189)
- Repair ui Mannequin proxy reminiscence leak (engine#12184)
- Add FogInfo.FogType (engine#12197)
- Repair construct error when allow swappy (engine#12191)
- Disable debug renderer in simulator to disregard function cropping (engine#12181)
- Optimize code of batcher2D (engine#12166)
- Repair the bug that mathutils::approx at all times returns 1 (engine#12168)
- Repair incorrect logic if passing ‘keepWorldTransform = true’ to setParent. (engine#12169)
- Appropriate the logic of visiting _worldRotation/Scale/Place in Node.cpp (engine#12170)
- The enter argument of Mat4::toRTS must be within the first order and const reference, output arguments must be pointer. (engine#12172)
- Rename INITAL_CAPACITY to GLES_COMMAND_POOL_INITIAL_CAPACITY to keep away from battle. (engine#12164)
- Optimize reminiscence utilization in 2nd (engine#12157)
ver.072219
Vital model replace
- Native 2nd efficiency have been tremendously improved
- Node remodel efficiency enchancment with enoki
- Separate IBL reflection map and surroundings map, enhance bake velocity
- L10n take away compile course of
- GameView is now utilizing devoted course of
- Help native tiled map
- simplify c++ summary class (engine#12156)
- keep away from reset float array measurement (engine#12154)
- break round dependency (engine#12149)
- repair ia (engine#12147)
- add callbacksInvoker lacking api (engine#12131)
- shut splash display and add profiling information (engine#12146)
- help backbone/dragonbones use native native batcher2d (engine#12141)
- add minimal construct help (engine#12145)
- add defend situation of kerningDict and fontDefDictionary are undefined (engine#12130)
- repair lacking code (engine#12144)
- repair construct error (engine#12142)
- Repair bug when JsbBridge check case shut window (engine#12126)
- [optimize] disable denoise with convoluted reflection map (engine#12140)
- [Optimize] mipmaps on the inspector (engine#11938)
- help quantity sort of engine fixed (engine#12012)
- [Optimize] When MENU is specified, don’t put it within the customized script (engine#12123)
- gpu particle repair (engine#11944)
- [pipeline] add pipeline macro (engine#12136)
- [gfx] auto barrier added (engine#12118)
- Output pleasant details about impact identify (engine#12137)
- Repair TextureCube binding. (engine#12133)
- [Feature] skybox bake reflection convolution (engine#12128)
- [Optimize] impact enhancing interface model (engine#12093)
- [Optimize] optimize i18n textual content for editor (engine#12052)
- repair huawei-agc can’t discover platformTemplate (engine#12079)
- right steel machine limits for maxFragmentUniformVectors, maxVertexUniformVectors, maxUniformBufferBindings (engine#12127)
- reflection convolution map baking velocity optimization (engine#12112)
- Add ->(geometry, profiler, planarShadow) and replace shadow map (engine#45)
- replace documentations of reflection, bridge and jsbBridgeWrapper (engine#12097)
- crop debug renderer & geometry renderer & occlusion question by default (engine#12132)
- Shield corrupted node and element in editor (engine#12120)
- [optimization] compress csm ubo (engine#12111)
- name cease when destroy particle (engine#11923)
- add customized pipeline (engine#12124)
- repair tiledLayer addUserNode (engine#12122)
- Added interface for copying textual content to clipboard (engine#12029)
- forestall including a couple of rendering element to a node (engine#12121)
- repair crash at server_mode due to make use of incorrect header file (engine#12119)
- [bug] repair IBL miplevel exceed restrict (engine#12117)
- add package-lock.json (engine#12110)
- [pipeline] added internet ahead and deferred pipelines (engine#11646)
- replace native pack software (engine#12113)
- repair: Modify the judgment situation (engine#12050)
- Test passes size in Shadow.getPlanarShader & getPlanarInstanceShader (engine#12105)
- optimize efficiency (engine#12080)
- Appropriate the logic to acquire the batching scheme. (engine#12094)
- replace cmake listing (engine#12107)
- replace chunk and impact meta information (engine#12108)
- default physics materials utilizing inner asset (engine#11855)
- repair physx create terrain peak out of vary (#13252) (engine#12100)
- repair incorrect orientation by use vulkan at android platform (engine#12109)
- [bug] Repair planar shadow serialization drawback (engine#12086)
- repair a leak with html canvas parts (engine#11979)
- [optimization] Cut up csm ubo (engine#12072)
- take away Mat4::transformVector for Vec3 (engine#12088)
- on server mode, use unix executable file (engine#12103)
- allow bullet instantiate in Editor (engine#12106)
- repair impl.ts typo & doc refine (engine#12091)
- scale back log (engine#12092)
- replace external-config.json (engine#12084)
- get language with LocaleList on Android7+ (engine#12073)
- Repair the parameter of TextureCube::setImage, help to cross nullptr (engine#12062)
- [bug] repair macro of fabric is invalid and set worth of HDR for PipelineSceneData on native (engine#12074)
- modify the kind of albedoScaled and transparencyFactor multiplied by baseColor.a (engine#12071)
- use cmath std::fabs as an alternative of cstdlib std::abs (engine#12075)
- Modify code struct and take away unneeded variables in Node (engine#12069)
- Repair crash of backbone check on Android, and use enoki::load_unaligned in Vec3::transformMat4Neon (engine#12076)
- repair knowledge exception brought on by parseInt (engine#12078)
- take away mix state on fillPass operate (engine#12068)
- repair masks default materials bug (engine#12070)
- [bug] retrieve getShadowPassIndex from submodel (engine#12057)
- repair the validation errors about renderpass and swapchain (engine#11945)
- mac server mode (engine#12054)
- RenderDrawInfo code sorting (engine#12055)
- optimize a bit jsb name (engine#12065)
- Slim Render Draw Data (engine#12053)
- native batcher2d tiled-map addUserNode full (engine#12059)
- repair the calculation of projection of shadow, ought to contemplate clipSpaceSignY (engine#12036)
- Repair some potential reminiscence points (engine#12045)
- UIOpacity and UIRenderer recursion bug (engine#12015)
- Optimize se::Object::getPrivateData, math::IsEqualF, Vec3::transformMat4 (engine#12039)
- optimize renderEntity and renderDrawInfo padding (engine#12042)
- ban remodel es6 to es5 on Bytedance platform (engine#12035)
- [optimize] keep away from calculate dir lighting and shadows with lightmap (engine#12027)
- choose fill vertex buffers (engine#12046)
- [optimize] shadow cross texture sampling with out alpha check (engine#12005)
- [Optimize] export CCClass.isCCClassOrFastDefined (engine#12043)
- native batcher2d for tiled-map (engine#12044)
- Repair sprite render bug when Sprite Body is null (engine#12041)
- repair : video participant state present error (engine#11992)
- repair graphics replace materials crash (engine#12038)
- repair gfx buffer reminiscence utilization (engine#12037)
- Repair PassUtils parsing vec3 with single float (engine#12028)
- Repair se::Object* conversion. (engine#12034)
- masks _updateBuiltinMaterial overload (engine#12033)
- Take away customized Materials flag (engine#12021)
- Modify mannequin code struct (engine#12020)
- use hash mix in Go.cpp to enhance efficiency (engine#12024)
- add material-compiling stage (engine#12022)
- Deal with vacation spot begin time on empty transitions (engine#12007)
- Repair typo of TextureCube::setMipmapAtlas and replace property binding in property (engine#12016)
- set buffer measurement for middleware (engine#12013)
- Refactor native Batcher2d lifecycle (engine#12011)
- [Optimize] scale back measurement (engine#12004)
ver.071512
Editor
- Repair compilation situation for HarmonyOS
- Repair engine module knowledge migration
- Repair construct activity button can’t show regular reminiscence
- Repair the display orientation configuration situation on CocosPlay
- Repair the encryption of distant listing script on native platform
- Repair the operation drawback brought on by lacking knowledge of key body choice
- Repair the issue that the title bar of three.5 editor could also be misplaced after opening 3.6.0.
- Repair the issue that vconsole studies error when previewing on cellphone.
- Repair the issue that the scene script shouldn’t be began when the plug-in is dynamically began.
- Repair the issue that the engine module configuration could also be misplaced when upgrading the undertaking.
- Repair the issue that the plug-in mounting db can’t be set seen.
- Optimize the place and textual content of the button of script compilation and debugging software.
- Repair the interplay drawback of desire settings and customized macros
- Repair the issue that loading engine fails to reply throughout editor startup
- Optimize the add interface of Huawei AGC
- Repair the difficulty that construct can not export configuration file
Engine
- [Optimization] Simplify logic of Node::stroll() (engine#11997)
- Guarantee working audio context (engine#11996)
- Repair particle noise module swap bug (engine#11958)
- Repair render pipeline’s inspector (engine#11982)
- [Optimization]Crop occlusion question in 2nd undertaking (engine#11990)
- The computation of projection matrix ought to contemplate signal of Y (engine#11995)
- [Optimization] Shadow map makes use of linear depth macro with webgl (engine#11993)
- Keep away from tick a number of instances (engine#11991)
- Repair ui bug for rendering customized materials (engine#11989)
- Replace deprecated information for SystemEvent (engine#11985)
- [Optimization] Restructure life cycle (engine#11971)
- Repair planar-shadow not displayed when directional gentle shadow disabled (engine#11984)
- [Optimization] Audio supply will emit provided that it’s connected to a node (engine#11975)
- Repair linear depth operate for spot shadow (engine#11951)
- Repair wechat cc plugin import scriptPackages (engine#11967)
- Repair cc.Label enhancing interface error (engine#11949)
- Repair AddressSanitizer: memcpy-param-overlap: reminiscence ranges in Mesh.cpp if CC_OPTIMIZE_MESH_DATA is enabled (engine#11976)
- Repair program exit bug (engine#11966)
- Repair 2nd particle rendering bug on native platforms (engine#11973)
- [Optimization] Cut back construct log & warnings (engine#11961)
- Repair debug renderer construct situation on 2nd initiatives (engine#11968)
- [Optimization] Add help to DCC impact for specularMap of Mixamo and blender (engine#11953)
- Repair gameActivity can’t be discovered by different module (engine#11962)
- [Optimization] Batcher2d code sorting (engine#11943)
- [Optimization] Use Exterior ArrayBuffer to optimize the shared reminiscence in Node (engine##11926)
Compatibility
- Win32 help is eliminated, solely win64 launch is obtainable since 3.6
- iOS minimal model help modified from iOS 10 to iOS 11 (as a way to use C++ 17)
- The naming of built-in supplies is predicated on the naming in AssetDB, and when utilizing
EffectAsset.get
, the parameters must be the identical because the shader identify within the editor. -
utility.js
has been up to date, when you have a customized construct template in your undertaking, please be certain to regenerateutility.js
and modify it accordingly.
Vital updates
Since there are too many updates in 3.6, we’ll solely listing some key adjustments right here. You may also discuss with the v3.6.0 function notes
The engine have been extra native than ever
After nearly a 12 months of growth and steady iterations since 3.3, we transfer extra of the engine all the way down to the C++ layer, together with the SceneGraph hierarchy, RenderScene rendering scene administration and all of the rendering knowledge. This additionally resulted in additional efficiency enhancements. The chart beneath reveals efficiency of various model, the check case contains 3d scene with rising shifting fashions (with strolling skeletal animation), we improve the quantity of fashions till it’s steady at 30 fps.
Editor Capabilities
- General editor UI replace
- Add Recreation View editor preview mode, help for working and debugging video games immediately within the editor
- New Rendering Debug View mode
- [Scene View] Scene Editor provides floor alignment and vertex alignment capabilities to the remodel gizmo, discuss with Introduction
- [Scene View] help field choice operate, you may choose a number of objects directly
- [Build Panel] Optimize the group of construct duties
- [Asset Explorer] Help Mesh thumbnails
- [Asset Explorer] Help bundle filtering
- [Animation Editor] Animation clips can now add new embedded participant, help particle participant and animation participant
- [Animation Editor] can collapse blocks by double-clicking the node listing and property listing identify place
- Add Localization Editor because the official editor built-in i18n scheme
- Mesh useful resource choice field helps Mesh preview
- [Particle System] Particle preview helps mixed preview of sub-node tree
- [Particle System] Particle inspector panel help undo/redo
- [Particle System] Help Noise module
- [Marionette Animation System] Animation Graph Help Animation Preview
- [Marionette Animation System] Animation Graph help variable and layer renaming
- [Marionette Animation System] Animation Graph help transition line sorting
Graphics capabilities
- Help writing results with Floor Shader
- Help baking IBL reflective convolution (GGX convolution)
- Help Cascade Shadow Map
- Help for setting Skybox supplies
- Enhance the vary of Regular Energy of the usual materials
- Add GLTF specular-glossiness workflow help
- Replace default FBX floor phong materials help
- Lengthen Specular channel help for Blender principled bsdf supplies
Framework capabilities
- DynamicMesh help
- Batcher logic and render command submit logic moved to native, enhance the efficiency of the native platform
- [Particle system] Help particle Noise Module
- [Particle system] Help instanced mesh, enhance the efficiency of the emitter
- Add API for retrieving audio PCMData and sampleRate help audio PCMData and sampleRate getter #11470
- Refactor the engine startup course of, simplify the
utility.js
logic, add numerous occasions throughout the startup part - [Terrain system] Help rotation of terrain brush
- [Terrain system] Help terrain peak brush
- [Baking System] Mild map baker helps tga mapping format.
- [Baking System] MeshRenderer will routinely set the sunshine map useful resource for rendering.
- Replace iOS native EditBox model
- Help for 3D house SpriteRenderer
- Add precedence help for rendering element
- Fill z-values in UI vertex knowledge to help 3D Remodel of UI
- Use texture to retailer skeletal joints knowledge as an alternative of uniform to keep away from mannequin splitting throughout import part.
Native framework upgrades
- Add simpler to make use of excessive stage JS bindings sebind
- Combine with Android Recreation Exercise
- Downloader help breakpoint switch in iOS/Android platform
- Add native plugin specification (documentation to be added)
7 Likes
hmmmm.Is anybody utilizing a few of the new options in 3.6.0 beta?
A brand new model 072922 have been up to date, if anybody is utilizing group beta of v3.6, we strongly recommend you to replace to the most recent model
Is there repair for supporting npm modules as in CC 2.x ?, i do keep in mind somebody promised to repair it in 3.6
It simply completely different, the brand new scripting system makes use of rollup to construct scripts into systemjs modules, the help capacity for npm modules are certainly completely different. I’ll ask our engineer to clarify extra intimately
What’s the issue you encountered with npm?
I’m getting restricted success with shifting/rotating sprites/buttons in 3D house. To ensure that the 3D rotation to be noticed, I’ve to set the Projection for the digicam viewing the sprites/UI parts to Perspective, however issues like mouse hovers and clicks don’t work. If I tighten up the Close to – Far distances on the digicam (eg -0.5 – +0.5), I can get some measure of success, however it’s clearly not an correct trying/feeling z-raycast test.
That is positively higher and an enchancment, however I’d wish to see the flexibility to place canvas elements on any object in 3D house; or just acknowledged – have help for a world house canvas. Then I can set the remodel of the canvas, and subsequently all of its kids, nevertheless I like in 3D house.
Hello, The canvas is designed to adapt to the display, so it must be a 2D floor equivalent to the display. Nevertheless, in 3.6 we do help 3d house coordinates for UI parts beneath Canvas, so you may have a hierarchy like this
I feel this may fulfill your want
Alright I’ve recreated the scene, and it’s a little bit higher now… I nonetheless want to alter the digicam to Perspective projection. Nonetheless, although, hovering/clicking buttons on a Perspective digicam doesn’t work.
I see, we’ll contemplate it as a bug.
Replace:
As a matter of truth, we already created an inner situation about this, the explanation it doesn’t help perspective digicam is as a result of the conventional hit check of UI node solely contemplate zero depth airplane. So the display level (x, y) might be transformed to (x, y, 0) for additional hit check, however in perspective digicam ray forged must be used for hit check. It’s deliberate to be supported in v3.7
Presently, you may connect collider to the buttons, and use ray forged function to test mouse and pointer occasions.
A simple workaround which may suffice for all my wants (nonetheless testing, however thus far so good) is to set the Close to clipping distance on the digicam to -0.5 and the Far clipping distance to 0.5.
New model 080401 have been up to date