Just made it to the latest cocos2d-x and found a trouble. Which I was able to resolve only by hacking cocos2d-x code.
When SpriteFrameCache adds a plist it calls Texture2D~~>addImage. Which in previous versions was setting a key for texture to “path” and since 3.0 alpha it is setting “fullpath” for a key, which is bad.
Why bad?~~ after I loaded frames I want to create a SpriteBatchNode with the texture, and I was always able to get it from TextureCache with a know name. But not anymore.
I modified addImage in Texture2D to resolve that, but thats not the way to do it. Maybe I’m missing something?