LayaAir 3.2.1 Engine Library
LayaCharley
released this
31 Oct 09:14
·
47 commits
to LayaAir_3.2
since this release
更多版本日志以及IDE的下载,请前往LayaAir官网:https://layaair.com/#/engineDownload
Version 3.2.1 Release Changelog
Detailed description of the new features in version 3.2:
BUG Fixes
Engine
- Fixed a bug where the position of UI objects under a 2D parent node using filters did not match the actual position.
- Fixed a bug where text displayed incorrectly in child nodes when DrawCallOptimize was set for a Box containing multiple text components.
- Fixed a bug where setting different scales on spine caused incorrect display when setting rotation.
- Fixed a bug where spine animations might flicker when switching actions repeatedly.
- Fixed a bug where filters applied to spine animation nodes caused them not to display.
- Fixed a bug where using blended color filters in spine 4.0 led to incorrect import effects in the IDE.
- Fixed a bug where static collision groups for prefabs resulted in incorrect collision body positions when placed in the scene.
- Fixed a bug where collider properties set in prefabs did not take effect.
- Fixed an anomaly in rigid body simulation under the Physx physics engine.
- Fixed a bug that caused a white screen in the Taobao mini-game adaptation library in certain cases.
- Fixed a bug where 2D animations targeting Graphics played correctly in the IDE preview but failed in the browser.
- Fixed a bug where PixelLine colors were incorrect.
- Fixed a bug where the nodeCommonMap was not cloned when recording Shader variant data.
- Fixed a bug in the Android file extension mechanism.
- Fixed a bug that caused crashes when running released Android packages in certain cases.
- Fixed a problem in the iOS packaging environment where background music could not be switched and there were dependencies on 3D libraries in 2D projects.
- Fixed a bug with precompiled shaders in the Native installation package.
- Fixed a bug where resources would still be downloaded over the network after packaging with DCC in Native release.
IDE
- Fixed a bug where property tips for expanded items in the IDE did not display.
- Fixed an issue where deleting the last point in the gradient color editing panel caused an exception.
- Fixed a bug where enabling worker loader led to web packaging failures.
- Fixed a bug that resulted in decimal coordinates appearing in certain operations.
- Fixed a bug where changing the center point position and box size of BOX type NavMeshObstacles did not reflect correctly in the editor.
- Fixed a bug where entry scripts for subpackages did not participate in version management when building for Web and other non-mini-game platforms.
Optimizations
- New: Support for wasm library adaptation on Douyin mini-games, OPPO, and vivo platforms.
- New: Automatically convert spine nodes in older version scene files to the 3.2 spine component.
- New: All plugin system APIs have been supplemented with comments; please update usage through “Developer Menu -> Update Engine d.ts”.
- New: Added shortcut key settings for file tags such as "Close" and several other operations.
- Optimization: Ensure text formatting does not place punctuation at the start of a line.
- Optimization: Improved the gradient color editing panel and particle gradient color settings with compatibility for single values; added copy and paste for gradients and curves.
- Optimization: Removed support logic for LayaAir2 data formats in the engine; for upgraded old projects that need to dynamically load LayaAir2's ls and lh files, check the
laya.legacyParser
library in the IDE's engine module options. - Optimization: When adding scenes in the general settings for IDE build publishing, duplicate additions will be filtered out.
- Optimization: In the IDE property panel, when the displayed quantity of array and dictionary elements exceeds a certain number, a "More" button will appear to optimize performance.
- Optimization: Added a prompt when the same vertex in spine has more than four bones (the fast rendering optimization scheme for spine cannot be used).
- Optimization: When opening a resource interface in the package manager, an active refresh request is added to help users check if the resource has an upgraded version.
- Optimization: Improved the smoothness and fluidity of operations like translation and rotation in the scene.