[Update 121901] Cocos Creator 3.7.0 Community Public Beta

Hi, everyone!
We are now officially opening the community beta for Cocos Creator 3.7.0. Welcome to download and test. We will actively follow up!

Download address: ver.121901

Windows

Mac OS X

Key updates

Since there are many updates in 3.7, we only list the core changes here. You can also refer to v3.7.0 feature notes in our github repository.

1. Add light probe feature

Light Probe is used to handle lighting of characters or dynamic objects in the game world, providing high quality lighting (including indirect light) for moving objects in the scene. It has the advantage of good processing performance at runtime and fairly fast precomputation.
1.1 Characters using light probes

1.2 Spheres using light probes

2. Adding reflection probe feature

The reflection probe is a baked result of the nearby environment from a certain point, using similar mechanism with the convolution of a skybox. It stores a texture of the surrounding environment, and then apply this texuture on the objects that need to apply reflections to achieve a realistic look.

3. Physical system

3.1 Adding fixed constraints to the physical system FixedConstraint
3.2 Physical system support for lineStripCast

4. Animation system

4.1 Highlighted, a new animation asset type: animation variants that make it possible to reuse the same animation graph on different characters
4.2 Class AnimationController adds a method to dynamically overwrite animation clips in the animation map
4.3 Class AnimationController adds a method to query the number of layers in the animation map
4.4 Animation diagram editor: support state copy operation
4.5 Animation diagram editor: add a right-click menu to change the motion state to sub-statemachine state

5. LOD

Level of detail (LOD) is a technique that reduces the number of GPU operations needed to render distant meshes.
Model lod is a relatively basic means of improving the performance of large scenes by adjusting the precision of the replacement model according to the proportion of objects on the screen, and saving rendering resources by displaying low-precision resources when objects are far from the camera. When a node uses LOD, the engine displays the appropriate LOD level for that node based on the distance from the camera.

6. Editor Updates

6.1 Add mesh UV inspector
6.2 Adding scaling properties to the reference image
6.3 Automatically update import path when moving or renaming .ts files
6.4 Add lod gizmo
6.5 Add reflection probe and baking panel
6.6 lightmap records the result of each scene
6.7 Native engine support for creator
6.8 Support multi-window editor preview with native engine
6.9 Adjust the physics configuration in project settings to physics material. The old configuration will be automatically generated as custom physics material
6.10 Optimize animation editor interface display
6.11 Removed the condition that a layout must have children to update the layout. Now the layout will update the layout based on dirtyFlag regardless of whether it has children

7. Build and project setup capabilities

7.1 Support for interrupting a build task by clicking the X button during the build process
7.2 Support for build task queuing
7.3 Support for building pre-generated mipmaps when texture compression is enabled, which is turned off by default when old projects are upgraded
7.4 Support for green channel flip configuration in image assets, support for importing image assets with .exr suffix
7.5 Adjust physics configuration in project settings to physics material. Old configuration will be automatically generated as custom physics material
7.6 WeChat game support high performance mode
7.7 Move joint texture layout to prject-settings
7.8 Update the default compression preset
7.9 Update splash settings
7.10 Move generate build extension case to create extension panel

8. Graphics Features

8.1 Support for compressed mipmaps
8.2 Support for CSM layer transition
8.3 Add sorting component and provide sorting layer order editing interface. Users can use this component to control the rendering order of MeshRender
8.4 Support baked indirect lighting and real-time direct lighting of fixed light sources. Add baked (indirect only) and searchlight of IBL diffuse lighting
8.5 Support for exr textures with symbolic floating point data Add exr texture support and user defined surface functions for lighting
8.6 Better edge finding for FXAA. Add FXAA HQ
8.7 Modify default pbr parameters. Add intrinsic functions and lighting types.
8.8 Update default_skybox and sun direction

9. Native framework upgrade

9.1 Switch to swig to generate JS bindings code, the old bindings-generator tool is now deprecated. The time cost of generating all JS bindings code is reduced to 3~5 seconds. Please refer to README
9.2 Optimized construction and destruction of se::Object, removed unused hash operations
9.3 Add se::Object:createObjectWithConstructor method to create JS objects via JS constructor in CPP code
9.4 Support passing command-line arguments to executable files on local desktop platforms (Windows, Linux, macOS)
9.5 Add support for se::Object to create, modify and check ES6 Map/Set
9.6 Provide cc::event::EventBus and cc::event::EventTarget to simplify event scheduling within the engine
9.7 Remove the BaseNode class and use the Node class instead
9.8 Downloader supports abort function
9.9 Support for ios websocketServer
9.10 Add network module to function-corpping
9.11 Add pretype validator for setUniform
9.12 Reduce engine package size to improve particle instantiation performance

2 Likes