Thanks for your feedback, so I got the result from above tests: the RGBA4,RGBA565,RGB5A1 can be implemented by GL and Metal render backends identically without pixel format convert
[Feature] Add ProgramCache::registerCustomProgramFactory to cache custom shader support
[Reature] Re-enable batch-draw for custom shader
[Feature] Create and cache shader just in use time
[Feature] Re-enable custom shader support for spine, official v4 doesn’t support yet, see #234 and spine-runtime-pr1787, thanks to @etsek
[Feature] Improve tools command cocos new, now new project doesn’t copy whole engine source files, define env var COCOS2DX_ROOT on your system, everything should be fine.
[Feature] The tools command cocos new now support both python2 and python3
[BugFix] Fix HttpClient Send is returning wrong response code, see: #223, thanks to @imtrobin
[BugFix] Fix RenderTexture issues on iOS/macOS, see #233, thanks to @etsek
Just tried new version, and i have a question: it is looks like, unlike cocos2d-x v4, cocos-re project created with cocos new command, does not have copy of cocos folder, but link to original cocos folder in cocos-re installation folder. This means, unlike cocos2d-x, that I am not able to zip my project and send it to my teammate to fix some source code of developed game. It also mean, ccConfig.h configuration acts on per-engine basis instead of per-game basis. Can you improve usability by copying cocos engine into project folder?