Cocos Creator v2.1.3 Beta Release

Cocos Creator v2.1.3 Beta Release
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Six months has passed since the release of Cocos Creator v2.1.0, and the team has been hard at work creating the next releases. Cocos Creator v2.1 is our most popular release to date. The development teams effort will be spent on Cocos Creator v2.1 and therefore maintenance of v2.0 will be discontinued. v2.0 users should consider upgrading to v2.1.3 when it makes sense to do so.

At Cocos, we believe that to make great product for developers, we should listen to and involve developers. Our beta release program lets our development community participate in the product iterations and influence development planning, from the very early stages. You can use beta version to evaluate the features which will be added to the next release. Please reply here to report bugs and suggestions. We can then resolve the issues and make the finished product to the highest standard for you.

v2.1.3 includes general experience improvements and bug fixes, and is recommended for all v2.0 and v2.1 developers. To ensure that this version can better serve your project, it is recommended that all projects that are ready to be upgraded to 2.1.3 be tried in advance.

!! Please take a backup of your work before upgrading !!

Release Notes

What’s new

  • Support iOS 13

Improvements

  • Add fault tolerance for the component’s onLoad, start, update, lateUpdate functions to better handle exceptions thrown by user scripts [#4941]
  • When you preview particles in the editor, the particles in the child nodes under the current node are played simultaneously for easy art viewing
  • Improve the behavior of dragging resources into the scene for creation
  • Added an option Packable for textures in Properties panel to specify whether it can be packed into Dynamic Atlas to solve the problem that the custom shader can’t get the original UV. See “Texture: packable” for details.
  • Allow double-click on the json asset in Assets panel
  • Set the texture type to RAW by default when importing the plist atlas
  • Add Vec4 type support to Properties panel
  • Improve some creator.d.ts type hints
  • Optimize the SHRINK dynamic layout of Label and support CHAR mode [#5223]
  • Avoid performance overhead when calling Texture2D.update multiple times [#5198]
  • Upgrade V8 to 7.5 on Android
  • VideoPlayer is available for WeChat Mini Game

Editor

  • Fixed an issue that rotation data in AnimationClip will lost after upgrading from v2.0
  • Fixed an issue when upgrading from v2.0, nodes at a specific angle will lost their rotation
  • Fixed an issue where some machines open projects stop at the “Importing assets, please wait…” interface. (This fix will take effect in rc or official version)
  • Fixed an issue where script may be misreported after it is moved or renamed
  • Fixed an issue where the Timeline editor can’t set Node’s z value
  • Fixed an issue where the gizmo is not located correctly in the scene editor
  • Fixed the problem where node rotation can not undo
  • Fixed an issue where RichText or Label components may generate a space at the beginning of a line when the text filled in in the editor is wrapped
  • Fixed an issue where content is not display when the NodeTree and Assets merge into the same panel

Engine

  • Fixed an issue where a scene async loading assets can cause the 3D model can not be displayed [#5071]
  • Fixed an issue loading a scene with WebView, then the first frame will flash on screen after the scene is switched [#5106]
  • Fixed an issue when a Label used with a LabelOutline, Label’s Overflow is set to SHRINK or CLAMP, and CacheMode is set to CHAR, the node is not sized correctly [#5145]
  • Fixed an issue where RichText may lose spaces after wrapping [#5116]
  • Fixed an issue where the Sprite component does not support MESH mode [#5195]
  • Fixed an issue where ScrollView, PageView enables Elastic may not bounce back after sliding beyond the boundary [#4894]
  • Fixed an issue where Layout doesn’t work correctly when it’s scaling less than 1 [#5074]
  • Fixed an issue that the node where the PhysicsCollider is located may report error by modifying the node’s group property in runtime (thanks to HengHuH) [#4949]
  • Fixed an issue where the engine’s built-in assets may have been mistakenly released by the user [#4915]
  • Fixed an issue where memory leaks can occur when a large number of render nodes are added and deleted [#5025]
  • Fixed node’s targetOff method may not work [#5052]
  • Fixed an issue where an audio instance may have been destroyed by error after more than 32 audio instances are playing at the same time [#5097]

Native

  • Fixed Label memory leaks on native platforms [#1783] [#1786]
  • Fixed an issue where the EditBox font defaults to white on some Android models [#1778]
  • Fixed issues where EditBox characters is overlapping in input state on Mac and Windows [#146]
  • Fixed an issue where EditBox input emoji on iOS may crash [#1798]
  • Fixed an audio bug on Android that audios are not paused when locking screen while notification drawer is showing [#1788]
  • Fixed an issue on Android with the program that audio still play in the background when the screen is on [#1785]
  • Fixed an issue where the paused audio is automatically played when game switch from background to foreground [#145]
  • Fixed an issue when changing Spine/DragonBones material on native platforms, position go wrong [#148]
  • Fixed an issue on native platforms where opacity of Spine/DragonBones incorrect at first frame [#148]
  • Fixed an issue where cc.sys.languageCode can’t get full language area code on Android [#1784]

Web

  • Improve support for IE11 [#5033]
  • Fixed an issue where clicking the EditBox clear button which comes with Edge browser does not trigger the input event [#5088]
  • Fixed an issue where EditBox’s text size failed to scale with Node during the input process [#5088]
  • Fixed an issue where audio can’t play on Edge and Baidu browsers [#4910]
  • Fixed a problem where audio might not play on desktop Chrome and Safari [#4991]
  • Fixed an issue where desktop UC browser play WebAudio reports errors [#5048]

Mini Game

  • Fixed the problem that atlas does not support rotation on Open Domain of Mini Game platforms [#4325]

DEPRECATIONS

  • Deprecated the convertToWorldSpace function on Node, use convertToWorldSpaceAR instead please.
  • Deprecated the convertToNodeSpace function on Node, use convertToNodeSpaceAR instead please.
  • Improved the camera’s coordinate conversion APIs
    • getCameraToWorldPoint changed to getScreenToWorldPoint and supports 3D Camera
    • getWorldToCameraPoint changed to getWorldToScreenPoint and supports 3D Camera
    • getCameraToWorldMatrix changed to getScreenToWorldMatrix2D , only supports 2D Camera
    • getWorldToCameraMatrix changed togetWorldToScreenMatrix2D , only supports 2D Camera

Downloads:

Official version released as v2.1.3-rc.7(Windows | Mac

Minor tweaks. Ready to publish.

v2.1.3-rc.2

  • Fixed the problem that when a compressed texture’s quality is 100, the builder cannot generate the image file correctly
  • Added an option Packable for textures in Properties panel to specify whether it can be packed into Dynamic Atlas to solve the problem that the custom shader can’t get the original UV
  • Fixed an issue where the scene or prefab could not be opened normally after something went wrong with their data in some cases
  • Fixed the problem with particle coordinate calculation errors in Free mode [#5320]
  • Improve the behavior of dragging resources into the scene for creation
  • Fixed an incomplete rendering issue of 3D skeleton animation [#5349]
  • Fixed the problem that the EditBox input box position is abnormal when the Canvas adapt mode is SHOW_ALL [#162]

v2.1.3-beta.1

  • Optimized the error handling of the Timeline editor when the state of components, assets, etc. changes
  • Fixed a problem that compressed textures may be missing after project build (thanks to xu.lidong)
  • Set the texture type to RAW by default when importing the plist atlas
  • Fixed a problem that failed to call cc.game.setFrameRate() on the Mac platform when plugin scripts were initializing [#5261]
  • Fixed the problem that the Label will still show after the text is cleared [#5266] [#5284]
  • Fixed the error caused by audio call setTargetAtTime when game runs on Crosswalk [#5281]
  • Improve some creator.d.ts type hints
  • Avoid performance overhead when calling Texture2D.update multiple times [#5198]
  • Optimize the SHRINK dynamic layout of Label and support CHAR mode [#5223]
  • Fixed an issue where dynamic atlas cause texture edge artifacts in certain situations (thanks to unace) [#5242]
  • Fixed problems that Animation 's “stop” and “lastframe” don’t trigger under certain situations [#5246]
  • Fixed problems that " requestAnimFrame " related error may occur when the engine is initializing [#5248]
  • Fixed an issue where the Properties panel sets Camera’s Rect has no effect [#5294]
  • Fixed an issue with ScrollView 's ScrollBar display unexpected [#5249]
  • Fixed an issue where VideoPlayer can’t return after fullscreen on iOS[#1800]
  • Fixed an issue where the lock screen will get stuck when VideoPlayer plays on Android [#1811]

The following fixes are limited to 2.1.3

  • Fix problems with the incorrect coordinates of the 3D model after the old project is upgraded
  • Fix crashes on the Android platform
  • Fix Android Instant compilation failed
  • Remove VideoPlayer’s control buttons on WeChat Mini Game

v2.1.3-alpha.3(Windows | Mac


Cocos Creator does not support downgrades, so please be sure to back up your project before using the beta!

Note: If you have a custom engine, please revert to the editor built-in engine, otherwise the new version editor will not be available if the version does not match.

Please reply here for all the questions related to the beta. Do not post separately. This post is for feedback only, please do not reply to irrelevant content.

4 Likes

First of all, thanks for the awesome works.

For production usage, is this version safe?
Are game contents (res and src folders) published by this version compatible with the APK produced by 2.1.0? I am talking about hot update.

Thanks.
For production usage, it is recommended that the final released game be built using the official version.
You can not use this version to hop update 2.1.0.

1 Like

Is this bug fixed (https://github.com/cocos-creator/engine/issues/5194, Particle System Position Type Bug (CC 2.1.2)), @Big_Bear said it would be fixed in 2.1.3 ? It wasn’t fixed in 2.1.3 alpha, just asking if it’s maybe fixed in beta… Thanks in advance.

Sorry, not yet. We are looking into it.

1 Like

@jare Ok, thanks for the info. Keep up the good work.

Ok, so this is an alpha version. What will the final release of 2.1.3 contain? When it will come?

As the roadmap, it will come in this month. We’ve almost got it!

2 Likes

is edit box resize bug fix for windows and mac?