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CHANGELOG.md

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axmol-2.0.0 ???
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axmol-2.0.0 Sep.9 2023
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- Wasm build support(WebGL 2.0) by @nowasm , *experimental*
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- Add *experimental* WebAssembly build support(WebGL 2.0) by [@nowasm](https://github.com/nowasm)
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- List of known issues maybe *help wanted*
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- WebGL context lost not handled
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- WebGL context lost not handled yet
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- A demo avaiable on axmol gh-pages: [`cpp-tests.html`](https://axmolengine.github.io/axmol/wasm/cpp_tests/cpp_tests.html), build from branch `dev`
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- Note: Follow functionals require wasm pthread support, and needs server enable https://web.dev/coop-coep/ response with specified header, and by default thread support was enabled by axmol client build commands
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- AudioEngine
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- ASTC multi-thread software decoder
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- `TextureCache::addImageAsync`
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- `MeshRenderer::createAsync`
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- Extension: live2d not support due to it's core not opensource and not contains wasm prebuilt lib files
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- Extension: live2d not support due to it's sdk core not opensource and not contains wasm prebuilt libs
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- Quick build and run `cpp_tests` on local machine, the command use `emrun` to preview, and it's response with specified headers which wasm pthread support required, so above functionals with multi-threading works well.
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- `axmol run -p wasm -xb "--target,cpp_tests"`
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- OpenGL3/GLES3 support
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- Add 2 cmake options: `AX_WASM_THREADS`, `AX_WASM_SHELL_FILE`, refer to [CMakeOptions.md](CMakeOptions.md)
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- OpenGL3/GLES3 support, add new cmake option `AX_GLES_PROFILE` to control GLES profile, refer to [#1279](https://github.com/axmolengine/axmol/issues/1279)
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- Mesh instancing draw support
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- Use [glslcc](https://github.com/axmolengine/glslcc)(a spriv-corss & glslang wrapper tool) as new shader workflow, write shader by ESSL310, build to target platforms:
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- MSL for Apple(macOS/iOS/tvOS)
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- ESSL300 for Android, ANGLE,
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- GLSL330 for Desktop GL,
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- ESSL300 for Android, ANGLE
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- GLSL330 for Desktop GL
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- GLSL100 for Android old devices e.g android-4.2
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- Restrict ESSL310 input shader: please only define 1 uniform block at per shader stage
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- Improve ProgramManager for loading custom shader program more easy
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- Improve text rendering, label SDF outline support
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- Improve FileStream, handle large 4GB+ files
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- Improve ASTC hardware support detection
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- Use ANGLE as default renderer library on win32
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- CHANGED: The prototype of [`ProgramManager::registerCustomProgram`](https://axmolengine.github.io/axmol/manual/latest/d1/db2/classax_1_1backend_1_1_program_manager.html#ab0c9fa9f0ebef5f20a868e2ea6cdc631) was changed
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- ADDED: `ProgramManager::loadProgram`
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- REMOVED: `ProgramManager::getCustomProgram`
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- REMOVED: `CommandBuffer::setLineWidth`
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- Many other improvements: refer to [#1279](https://github.com/axmolengine/axmol/issues/1279)
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- Thirdparty Updates
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- ANGLE: 113.0.5672.128 ==> 115.0.5790.173
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- curl: 8.1.2 ==> 8.2.1
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- fmtlib: 10.0.0 ==> 10.1.0
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- FreeType: 2.13.0 ==> 2.13.2
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- llhttp: 8.1.1 ==> 9.0.1
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- OpenSSL: 3.0.9 ==> 3.0.10
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- webp: 1.3.0 ==> 1.3.1
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- xxHash: 0.8.1 ==> 0.8.2
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- zlib: 1.2.13 ==> 1.3
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- API changes:
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- CHANGED: The prototype of [`ProgramManager::registerCustomProgram`](https://axmolengine.github.io/axmol/manual/latest/d1/db2/classax_1_1backend_1_1_program_manager.html#ab0c9fa9f0ebef5f20a868e2ea6cdc631) was changed
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- ADDED: `ProgramManager::loadProgram`
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- REMOVED: `ProgramManager::getCustomProgram`
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- REMOVED: `CommandBuffer::setLineWidth`
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- Many other improvements
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axmol-1.0.1 Sep.8 2023
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- [NEW] Add [`install-pwsh.sh`](https://github.com/axmolengine/axmol/blob/dev/install-pwsh.sh) to make installing powershell on `macOS`, `Ubuntu`, `ArchLinux` more easier

docs/DevSetup.md

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- Cpp: `axmol new -p org.axmol.hellocpp -d D:\dev\projects\ -l cpp --portrait HelloCpp`
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- Lua: `axmol new -p org.axmol.hellolua -d D:\dev\projects\ -l lua --portrait HelloLua`
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## Quick build your new project by `build.ps1` for all target platforms [`Recommended`]
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If you use latest commits after 6/29/2023 18:50, once you crate a new project, there is a build script `build.ps1` in your project root directory,
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then you can simply build your project for all platform targets, i.e.
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- win32: `pwsh .\build.ps1` can runs on Windows with vs2022 installed
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- winuwp: `pwsh .\build.ps1 -p winuwp` can runs on Windows with vs2022 installed
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- linux: `pwsh .\build.ps1` can runs on Linux with g++ installed
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- osx: `pwsh ./build.ps1 -p osx -a x64` can runs on macOS with xcode13~14.2 installed
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- android: `pwsh ./build.ps1 -p android -a arm64` can runs on Windows,Linux,macOS and script will auto setup android sdk
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- ios: `pwsh ./build.ps1 -p ios -a x64` can runs on macOS with xcode13~14.2 installed
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- tvos: `pwsh ./build.ps1 -p tvos -a x64` can runs on macOS with xcode13~14.2 installed
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- wasm: `pwsh ./build.ps1 -p wasm` can runs on Windows, Linux, macOS
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## Quick build your new project by `axmol build` for all target platforms [`Recommended`]
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The `axmol build` command will auto setup general depended toolsets, so you can simply build your project for all platform targets, i.e.
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- win32: `axmol build -p win32` can runs on Windows with vs2022 installed
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- winuwp: `axmol build -p winuwp` can runs on Windows with vs2022 installed
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- linux: `axmol build` can runs on Linux with g++ installed
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- osx: `axmol build -p osx -a x64` can runs on macOS with xcode13~14.2 installed
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- android: `axmol build -p android -a arm64` can runs on Windows,Linux,macOS and script will auto setup android sdk
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- ios: `axmol build -p ios -a x64` can runs on macOS with xcode13~14.2 installed
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- tvos: `axmol build -p tvos -a x64` can runs on macOS with xcode13~14.2 installed
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- wasm: `axmol build -p wasm` can runs on Windows, Linux, macOS
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## Quick build engine for host targets?
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