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# cocos2d-x v3.2-alpha0 Release Notes #
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# cocos2d-x v3.2rc0 Release Notes #
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**Table of Contents** *generated with [DocToc](http://doctoc.herokuapp.com/)*
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* OS X 10.7 or newer
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* Windows 7 or newer
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* Windows Phone 8 or newer
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* Linux Ubuntu 12.04 or newer
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* Linux Ubuntu 14.04 or newer
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* ~~Browsers via Emscripten~~ N/A for the moment
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## Compiler Requirements
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* Xcode 4.6 or newer for iOS or Mac
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* gcc 4.7 or newer for Linux
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* gcc 4.7 and ndk-r9 or newer for Android
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* gcc 4.9 or newer for Linux
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* ndk-r9d or newer for Android
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* Visual Studio 2012 or newer for Windows (win32)
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* Visual Studio 2012 or newer for Windows Phone 8
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@ -111,66 +111,104 @@ Run
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Please refer to this document: [ReadMe](../README.md)
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# Highlights of v3.2 alpha0
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# Highlights of v3.2rc0
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* `Animation3D`/`Animate3d`, new nodes for 3d animation. lua-binding and WP8 is not supported now.
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* Updated libcurl.a to use OpenSSL v1.0.1h, [news](http://cocos2d-x.org/news/286) for it
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* Added `utils::captureScreen` to take screeshot
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* `fbx-conv` support generating binary format, and `Sprite3D` support it, and about
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* about 20% performance improved in `Sprite3D`
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* game controller support
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* fast tilemap support, it is faster for static tilemap
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* physics body supports scale and rotation
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* added Node::enumearteChildren(), and support c++ 11 regular expression
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# Toolchain requirement changed
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`Node::enumerateChildren()` uses `std::regex` which will cause crash using gcc v4.8 or lower version. So
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* NDK r9d or newer version is required for Android building
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* gcc 4.9 is required for linux building
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# Features in detail
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## Animation3D
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## Sprite3d
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Animation3D is skeletal animation in 3D Game. It allows the artist animate a 3D model using bone in 3D modeling tools. Then export the model file and use it in the game.
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Sample code to use binary version
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```c++
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auto sprite3d = Sprite3D::create("filename.c3b");
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addChild(sprite3d);
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```
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Work flow
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* Artist produce 3D models in modeling tools and then export it to FBX file
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* Use `fbx-conv` convert FBX file to c3t file
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* Load c3t file in the game
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Note
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* The API may change in final version
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* binary format of c3t will be added in final version
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* the bones in the FBX file should not be more than 50.
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### `fbx-conv` usage
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* windows
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* Mac OS X
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```
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cd COCOS2DX_ROOT/tools/fbx-convert/win32
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fbx-conv FBXFile
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```
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* mac os x
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```
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cd COCOS2DX_ROOT/tools/fbx-convert/mac
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./fbx-conv FBXFile
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$ cd COCOS2DX_ROOT/tools/fbx-conv/mac
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$ ./fbx-conv [-a|-b|-t] FBXFile
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```
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* Windows
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### Sample code
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```
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cd COCOS2DX_ROOT/tools/fbx-conv/windows
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fbx-conv [-a|-b|-t] FBXFile
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```
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Options:
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* -a: export both text and binary format
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* -b: export binary format
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* -t: export text format
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## Controller support
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Supported controller type:
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* amazon tv
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* OUYA
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* Moga
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* Nibiru
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* iOS standard controllers
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In order to use controller on Android, you should refer to this Android project(`COCOS2DX_ROOT/cocos/platform/android/ControllerManualAdapter`).
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Full demo please refer to `COCOS2DX_ROOT/tests/game-controler-test`.
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## Fast tilemap
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Fast tilemap has the same API as `TMXTiledMap` without deprecated functions.
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Sample code
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```c++
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auto tilemap = FastTMXTiledMap::create("MyFile.tmx");
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addChild(tilemap);
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```
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Full demo please refer to `COCOS2DX_ROOT/tests/cpp-tests/Classes/TileMapTest/TileMapTest2.cpp`.
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## Node::enumerateChildren
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This functions is used to enumerate children of a `Node` recursively. It supports c++ 11 regular expression.
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```c++
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//load Sprite3D
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auto sprite = Sprite3D::create("girl.c3t");
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addChild(sprite);
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sprite->setPosition(Vec2( 0, 0));
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//load animation and play it
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auto animation = Animation3D::getOrCreate("girl.c3t");
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if (animation)
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{
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auto animate = Animate3D::create(animation);
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sprite->runAction(RepeatForever::create(animate));
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}
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// Find nodes whose name is 'nameToFind' and end with digits.
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node->enumerateChildren("nameToFind[[:digit:]]+", [](Node* node) -> bool {
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...
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return false; // return true to stop at first match
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});
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```
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Full sample please refer to [Sprite3D test](https://github.com/cocos2d/cocos2d-x/blob/v3/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.cpp).
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Full test please refer to `NodeNameTest` in `COCOS2DX_ROOT/tests/cpp-tests/NodeTest/NodeTest.cpp`.
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## captureScreen
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Because this function uses `std::regex` which is not supported well in gcc 4.8 or lower version. So we use `clang` and `stdc++` instead for Android building. This lead to the result that `NDK r9d` or newer is required. And `gcc 4.9` is required on linux.
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Please refer to [here](https://github.com/cocos2d/cocos2d-x/blob/v3/tests/cpp-tests/Classes/NewRendererTest/NewRendererTest.cpp) for usage.
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## utils::findChildren
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This is a helper function to find children of a `Node` share a name. The implementation of this function bases on `Node::enumerateChildren`.
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```c++
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auto children = utils::findChildren(node, "nameToFind");
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...
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```
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