Release notes
On this page
Migration guide
Backend changes
In this release, we have added the possibility to resolve a multi-sampled stencil texture region directly to a 1x MSAA color texture. Custom backend users have to implement the following:
- A command
BC_ResolveAndCopyStencilRegion
, which resolves the stencil of a source depth-stencil texture onto a 1x MSAA destination texture (e.g. by using a compute shader) - A newly added backend capability
SupportsDepthStencilResolve
indicating whether the backend supportsBC_ResolveAndCopyStencilRegion
- A new
Texture2D
propertyIsUnorderedAccessEnabled
when creating color textures, which indicates that the texture should be bindable as a “random access texture” - A new
DepthStencilTexture
propertyIsShaderResource
when creating depth-stencil textures, which indicates that the texture could be sampled from in a shader - The render target could be an invalid handle now, indicating that only a depth-stencil resource should be bound
Changelog
Version 1.64.0
Released 04 Mar 2025
Feature | Optimized SynchornizeModels significantly by computing some of complex expressions in the attributes directly, without compiling and invoking a JavaScript function |
Enhancement | Improved error message for engine.call to include the name of the function when there is no handler for it |
Enhancement | Improved performance of UnregisterDataBindAttributes() for pages with a lot of data-binding attributes used |
Enhancement | Modified the Components sample to use Shadow DOM |
Enhancement | Optimized layout for deep DOM structures with automatically sized children |
Enhancement | Optimized text layout performance and memory usage |
Enhancement | Improved error messages when data binding expression fails to parse or compile |
Enhancement | Added support for multiple keyframe rules with the same name |
EnhancementUnreal Engine | Added a delegate for mouse wheel event in HUD setups |
EnhancementUnreal Engine | Added sharing of depth stencil textures for views with compatible dimensions to save texture memory |
Enhancement | Refactor backends to standardize the storing of GPU objects |
Enhancement | Added profiling data and documentation for handling bad cases for the flex layout algorithm |
Enhancement | Added the possibility to directly resolve a multi-sampled stencil texture region to 1xMSAA color texture for DirectX 11,12, and PlayStation rendering backends |
Fix | Fixed child element transitions not triggering after the hidden parent becomes visible |
Fix | Updated the TypeScript definitions for the cohtml.js |
FixUnity | Added Dispose method for the CohtmlLogHandler |
FixUnity | Fixed Unity 6 treating UPM packages as experimental |
Fix | Disabled emitting of some profile events when Library::EnableProfling is disabled |
Fix | Fixed a visual artifact when applying backdrop filter to the whole viewport |
Fix | Fixed visual artefacts of left over text when changing the text dynamically in an inline container |
Fix | Fixed crash when accessing unreachable array element with the safe binding enabled |
Fix | Fixed animations sometimes failing to pause or wrongly resuming |
Fix | Keyframe rules no longer pass the shadow DOM boundary |
Fix | CSS animations now stop once their keyframe rule is removed |
FixUnreal Engine | Fixed unsafe access of texture when texture draws tracking is enabled on console platforms |
FixUnreal Engine | Fixed issues when recording screenshots with Inspector profiling |
FixUnreal Engine | Fixed assert when resolving MSAA render targets on some mobile devices |
FixUnreal Engine | Fixed a crash on older android devices related to unsupported shader buffer sizes |
Fix | Fixed cases where scissor rect would be bigger than than the viewport |
Fix | Fixed a crash when UnregisterModel with arrays when safe binding is enabled |
Fix | Fixed a crash when a precompiled script throws an exception |
Fix | Fixed binding of nested maps and arrays when safe binding is enabled |
FixUnreal Engine | Fixed assert during shader compilation on Mac OS when ShaderModel 6 is enabled |
API | Added a new BC_ResolveAndCopyStencilRegion backend command and a SupportsDepthStencilResolve capability whether it can be used. |