Release notes



Released 04 Apr 2022
FeatureAdded public interface for a custom virtual allocator to the library
FeatureImplemented default public virtual allocators for PlayStation and Switch
FeatureAdded support for the clipPathUnits property for elements in SVGs
FeatureAdded support for the image-rendering CSS property
FeatureAdded support for the caret-color CSS property
FeatureImplemented the Inspector Search functionality in the Elements tab
FeatureAdded support for the InspectorDOM domain protocol function `DOM.describeNode which could be used for automation
FeatureAdded support for the InspectorDOM domain protocol functions – DOM.querySelector, DOM.querySelectorAll, and DOM.getAttributes
FeatureUnityUpdate ICU library to ICU v69 and provide InternationalizationManager and BreakIterator support for all platforms
EnhancementImplemented input caret navigation and selection for complex and RTL text
EnhancementUpdate V8 to 9.4 with latest security fixes
EnhancementLarge SVGs used for mask-image use less memory and won’t create temporary textures larger than 1024×1024
EnhancementAdded Player command line argument option for fullscreen borderless window
EnhancementImplemented promise rejection event for V8 as some JS frameworks require it
EnhancementUsing text measure cache more aggressively to improve text layout performance
EnhancementUpdate Nintendo Switch SDK to 13
EnhancementUpdate Microsoft GDK to October 2021 release
EnhancementUnityFixed performance regression from a Linux patch that is now behind a platform define
EnhancementUnreal EngineAdd backwards compatibility for Atlas metadata files created prior to 1.14.3
FixFixed crash when connecting the inspector to a page using lots of CSS variables
FixFixed binding unsigned integers greater than 2^31
FixFixed a crash with complex text when the fonts used are missing the glyphs for it
FixFixed constant redraw of text nodes that were selected at some point
FixFixed firing of ViewListener::OnNodeTouched for TouchMove events
FixFixed a memory leak caused by binder state leak
FixFixed artefacts when scrolling right or center aligned text
FixFixed trailing artefacts of elements with inherited filters
FixFixed complex text letter spacing which was wrongly applied on overmarks and undermarks
FixFixed attributeChangedCallback for custom elements to be called only for attributes listed in observedAttributes
FixFixed a crash on UWP when utilizing a specific symbol on the JavaScript side
FixFixed JS return value of the isolation property. Now properly returns “isolate” instead of “isolation”
FixUnreal EngineMoved UObject creations from the Render thread to the Game thread
FixUnreal EngineFixed Compositor errors for missing textures
FixUnreal EngineInitialize USTRUCT member variables that were not initialized at construction time
FixUnreal EngineFixed debug asserts due to improper usage of GWorld
FixUnreal EngineFixed soft locking when loading a streamable Texture
FixUnreal EngineAdded a mutex lock to prevent concurrent accessing of the internationalization manager’s resources


Released 07 Apr 2022
FixFixed InputManager gamepad null reference in Unity3d
FixFixed a regression of cohtml.js that made it unusable in a browser
FixFixed transitions not activating on elements with pseudo elements
FixFixed transition state breaking when cloning nodes with JS
FixFixed absolute element positioning when size is defined


Released 15 Apr 2022
EnhancementImproved performance of setting inline style in terms of CPU and memory usage.

Migration guide

Deprecation of the IAsyncResourceResponse::UserImageData::TextureFilteringMode enumeration

The IAsyncResourceResponse::UserImageData::TextureFilteringMode enumeration is deprecated and its usage is discouraged, as it may soon be removed.

Creators should instead use the newly supported CSS property image-rendering, which allows for controlling the same functionality but for each image instance, not each image resource, offering greater flexibility. The image-rendering property supports 3 values: auto, crisp-edges and pixelated. The current implementation uses a linear sampler for auto and a point sampler for crisp-edges and pixelated.