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Feature

Replaced ChakraCore with V8 for Universal Windows Platform for x86

Feature

Added remove method on DOM elements

Feature Unity

Added support screen overlays with Unity UI Canvas

Feature Unreal Engine

Added option for enabling the Linear Space Rendering Pipeline, enabling the support for textures in Linear sRGB Color space

Feature Unreal Engine

Made the plugin code compliant with Include-What-You-Use

Enhancement

Setup memory allocators for the ICU library

Enhancement

Allowed changes to the ImageOrigin for raw images

Enhancement Unity

Added events for Library and UISystem initialization

Enhancement

Allowed using different samples for different texture slots in shaders

Fix

Fixed lack of transitions with animation-fill-mode and style changes in a single frame

Fix

Fixed crash when drawing canvas without commands

Fix

Fixed visual artifacts of SVG paths with a stroke that is not a color

Fix

Fixed a V8 crash on secondary Library initialization

Fix

Fixed negative letter-spacing sometimes cutting text

Fix Unity

Fixed allocating a new C# UnityPlugin instance on each access

Fix Unity

Fixed possible artifacts caused by scratch texture reuse

Fix Unity

Fixed crash Metal backend when there are multiple cameras with views

Fix Unity

Fixed Unity Mac bundle package naming

Fix Unity

Fixed running the Player with the scripts

Fix Unreal Engine

Fixed crash when making profile capture with screenshots enabled for DirectX12

Fix Unreal Engine

Removed mixed (game and engine) plugin installation

Swapped source and backdrop textures in Color Mixing shader

Section titled “Swapped source and backdrop textures in Color Mixing shader”

In the ST_ColorMixing pixel shader the source and the backdrop texture binding slots have been changed to 0 and 1 respectively. Previously, the source texture was bound to slot 1 and the backdrop texture to slot 0. As a result, the usage of txBuffer and txBuffer1 must be swapped in custom shaders.

Before:

CohColorMixingPS.hlsl
...
float4 backdrop = SAMPLE2D(txBuffer, input.NoPerspParam.zw);
...
float4 source = SAMPLE2D(txBuffer1, input.Additional.xy) * input.Color.a;
...

After:

CohColorMixingPS.hlsl
...
float4 backdrop = SAMPLE2D(txBuffer1, input.NoPerspParam.zw);
...
float4 source = SAMPLE2D(txBuffer, input.Additional.xy) * input.Color.a;
...