Cocos Creator v2.0.2 released!

V2 documentation is out on the English site. It turns out there isn’t an English upgrade doc. I’ll translate the text from the Chinese doc and post it in this thread.

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Hi Everyone! Particle system + .plist issue with v2.0.1

One of the bullet points for editor fixes in the v2.0.1 release notes states that " * Fixed issue with particle resource import in editor". I don’t know if I’m having that issue, but when I export a .plist and try to use it in another particle system via the particle file field, the new particle system always discards the texture information and generally populates different values for Duration, Emission Rate, Start Color Variation, and sometimes some of the other fields randomly as well. Hitting the sync button always puts a different value in the Emission Rate field than what is in the .plist.

Is there something I am doing wrong, or is this perhaps a bug?

The easiest way to verify this is to put the same number for every single field in a particle system and a Sprite frame. For example, the number 20. After exporting a .plist and loading that .plist into another particle system component, it can never find the texture and then the emission rate gets stamped on. Thanks for your time. Cheers, Greg

Hello. Any way to enable Canvas renderer and build Canvas ???

v2.0.2 has now been released. links above updated. I suggest everyone update to this release!

Main Features

* The native platform adds the `jsb.saveImageData` interface to save the screenshot. Please refer to the test case.
* TTF font loading is integrated into the Loader system, supporting RichText lazy loading across the platform
* Add `cc.Mat4` value type to facilitate matrix and matrix operations

Editor

* Fix the animation editor to save the animation, cancel the save, but modify the problem left in the scene data
* Fix an issue where MotionStreak causes the property panel color to become null when adding a color property in the animation editor
* Fixed a problem with no response in the scene editor after the Anchor value of the RichText node was modified
* Fix the problem of scene loss caused by recompiling script in Prefab editing interface
* Fix the problem that the Hierarchy hierarchy is fully expanded and jumped to the first node after closing Prefab
* Fix the problem that the node in the inspector cannot be jumped when the node tree is not expanded.
* Fix node tree expansion option setting is invalid
* Fix the problem that the replicated node tree is not copied, and the closed node tree will be fully expanded.
* Fix the problem of scene loss caused by recompiling script in Prefab editing interface
* Fix multiple invalid copy and paste issues in Explorer
* Fix the problem that the particle system holding the focus in the scene becomes stuck after the animation editor is opened and closed

Engine

* Turn Camera clearFlags on by default stencil and depth
* Fixed an issue where inverted Mask is invalid
* Fixed rendering of some Xiaomi phones due to Stencil buffer status problems
* Fix the problem that Mask components affect each other in the Stencil area
* Fixing the problem that the Spine node inside the Mask affects the external Spine node is also clipped
* Fixing complex Graphics to invalidate Mask Stencil
* Fixed a lot of load performance caused by calling loader loading API
* Use uint8 to do a copy of the data when the MeshBuffer is expanded, avoiding the color error caused by Graphics
* Compatible with WeChat 6.6.5 and below does not support engine initialization failure caused by gl.getExtension
* Fix warnings caused by overwriting wx.onMessage in WeChat open data fields
* Fix the problem that the direction of the rotating node in the open data field of the game is wrong
* Fix open data domain open ES6 to ES5 causes cc undefined problem
* There is no problem listening to endEditing when fixing Editbox stayOnTop
* Fix the problem that the text is occluded in the Editbox stayOnTop state
* Fix the problem of the input box and text deviating in the case of Camera zooming on the Web platform Editbox
* Fix small game platform Editbox Multi-line input, click to complete will trigger multiple editingDidEnd event
* Fix Editbox re-adapting to cause too small a scene when starting input
* Fix an issue where Editbox is hidden after 90 degrees of rotation on Chrome
* Fixed an issue where the Particle lifecycle was longer than the emissionRate and would not be played repeatedly.
* Fix occasional blurry afterimage rendering problems in particle systems
* Fix Sprite on onEnable is a possible rendering problem caused by missing update material
* Fix Sprite color settings invalidation in case of lazy loading
* Synchronize the gid of the corresponding tile in TiledTile and TiledLayer
* Avoid TiledLayer error reporting without textures
* Fix getting empty tiledLayer properties
* Fix the problem that the next event listener can't block the underlying touch event
* Fix the risk of leaking ActionManager removeAllActions
* Fix color type issues with MotionStreak
* Fix MotionStreak does not support lazy loading issues
* Fix positioning deviation of content in ScrollView
* Fix touch position offset caused by SHOW ALL mode
* Fix CC_WECHATGAME is false in subdomain
* Fix the problem that the node opens the RichText control and the child node disappears
* Fix experience with AudioEngine setFinishCallback
* Fix the problem that AudioEngine stopAllEffect will stop background music
* Fix SpriteFrame does not update uv when modifying cap inset settings
* Remove cc.sys.dumpRoot and cc.sys.cleanScript
* Fix setting frame rate causes problems with emulator and native platform splash screen
* Fix the problem that the Windows platform Label is red after wrapping
* Fix the problem that the Mac platform emulator consumes too much CPU
* Fix missing audio.State in native platform
* Fix problems with native platform sys.getNetworkType and getBatteryLevel not adapted
* Fix possible errors in the native platform Editbox editing process
* Fix iOS platform video player full screen request problem
* Fix fullscreen video exit on iOS Safari can't be cleared
* Fix the crash of the Native platform Show / Hide event listener callback
* Fix sporadic crashes when the windows platform wakes up from the menu bar
* Fix build error caused by using SDKBox
* Fix some documentation and ts code hint error
* Fix some API descriptions and obsolescence issues
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@jare can help answer this.

Sorry, canvas renderer was removed in v2.0.

In this version 2.0.2 my draw call is very high around 150 :frowning: in 1.9.3 it around 40

Hi,

I am trying to resolve this error, but cant reach to a solution.

The project works till 1.9 v but from 2.0 this error comes.
And only in preview , in build there are different errors but they are solvable. ie in build this error doesnt comes.

I know i might be missing some update guideline.

@slackmoehrle I still am waiting for the upgrade guide to see the amount of effort required to upgrade.

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Yup, I am working on it. It is time consuming as it is very long.

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If you have the guide in other language, please kindly share it first. We will use Google to get it translated.

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http://docs.cocos.com/creator/manual/zh/release-notes/upgrade-guide-v2.0.html

Let me just chime in my 2 cents, but these deprecations are a TERRIBLE IDEA.

Breaking huge swaths of code for absolutely no reason is almost always a stupid idea. Especially in such a broad swath of code and without supporting material to back it up. Doing mass deprecations is a great way to get people like the people above to just give up on future versions. Maintaining backward compatibility should be a much higher priority.

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I am tagging @jare so he can ad feedback to help guide future releases. Thank you for your feedback.

Although it’s not exceedingly helpful, I have no fix, I can tell you I encountered all kinds of random glitchy ness in 2.0 with plist imported particles. Completely random coloration and valuation and changes as you described.

So, if only to help you know that you’re not going crazy, I encountered it too, 1.9 worked fine.

Thanks… @slackmoehrle

I believe, this would help us a lot.

Guys,

v2, as of now, is definitely buggy and a new challenge but I would say it’s really worth the upgrade and headache due to better/organized API interfaces and performance improvements.

We already managed to upgrade ours 1.9 project to 2.0.1 last week.

So, a good start would be running your project in web and check the console log for list of errors/incompatibilities. Then, check new document for new replacements (but take note that not all functions are available in new version, and we ended up rewriting them; power of JS :slight_smile: ).

Check this file for list of depreciated functions:

deprecated.js

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Hi Serapth… Thank you for the note and the confirmation. My work around is to not export to .plists at all and leave all my particle setups as “Custom”. It seems to save my data more reliably that way… Thanks again for the response! Cheers, Greg

@slackmoehrle & everyone!

Ignored what I said earlier. Just reviewed the project done and I’m really disappointed with v2 and our decision to upgrade. My team fixed the errors and made the game playable with a lot of compromises. So, it’s far from what I expected.

eg:

  • socket io is no longer working. team fixed for web but on native it’s not working.
  • webview is not working.
  • effects are not working.

Some may be able to run the game without those missing features but for some, including myself, it’s not acceptable.

An upgrade should bring “New Features and Fixes” not the other way!

How could you guys just release new versions with a lot of missing major features!
And the worst part is nothing was mentioned in the release note and upgrade guide!

:angry: :angry: :angry:


Edit: Found other users just like us: Cocos Creator 2.0.x, webview not load

And this was the reply received! unfinished feature? v2.1? when?

thanks for this feedback, webview didn’t works on 2.0.x, it’s a unfinished feature. we plan to support it on creator 2.1.

Can you email me please? Let me put you in touch with the Crestor team so we can work together on the work you had to put in.

Slackmoehrle@cocos2d-x.org

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@slackmoehrle sure. I will follow up with you tomorrow when I got to office. :slight_smile:

BTW, I started reading Chinese forum as well.
So far, so good as I found v2.1 alpha there. :smiley: