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Feature

Support for CSS property text-stroke

Feature

Support for layout and display of text in complex scripts

Feature

Support CSS transitions for shorthand properties

Feature

Add a way to pick the primitive that the Gameface component attaches to by specifying its name in Unreal Engine 4

Feature

Experimental] New Unity C# backend. It is supported for Unity 2019.3 or newer and for every platform except MacOSX, iOS and Androd.

Feature

Support for Xbox Series X in Unity. The platform is supported only with C# rendering backend.

Enhancement

Added Gameface Mac Player and Launcher to the UE4 packages

Enhancement

Added mechanism for reusing ViewStates between HUD/UWidget recreations in Unreal Engine 4

Enhancement

Added vw, vh suffices for scrollHeight and scrollWidth properties

Enhancement

Added HTTP support for the Player on Mac OS X

Fix

Fixed crash when binding JavaScript models with null value

Fix

Fixed a crash when invoking innerHTML inside custom element callbacks

Fix

Fixed wrongly calculated dimensions when using dynamically sized flex containers

Fix

Fixed performance regression caused by allowing multiple paint rectangles

Fix

Fixed XHR response status code propagating to JavaScript

Fix

Fixed event.target.selection index values on input events

Fix

Trigger video onerror for unsupported codecs and errors during decoding

Fix

Fixed document loading after image loading has been canceled

Fix

Fixed custom event attributes handling on cloned elements

Fix

Fixed suffixed properties like right[PX|VH|VW] in computed styles

Fix

Fixed potential crash during initialization on Mac OS X

Fix

Fixed default input element cursor

Fix

Ignore unsupported CSS selectors and continue parsing the stylesheet

Fix

Fixed allocations without tags in MediaPlayerSourceBuffer

Fix

Fixed accumulating unresolved promises for engine.call invocations with missing C++ handlers

Fix

Fixed setting timestamp value when updating the gamepad data in Unreal Engine 4

Fix

Fixed user image request leaks that caused deadlocks

Fix

Fix possible broken state of ClickThroughQuery after resize

Fix

Fix crash when game starts with Korean language

Fix

Fix crash in break-iterators due to incorrect string conversion in Unreal Engine 4

Fix

Add proper handling of overlapping border radii when clipping with rounded rectangle and filling and stroking rounded rectangle

API

Add API for setting rendering resolution, independent from the HTML resolution Render sublayers that are transformed with the correct scaling as well

API

Expose methods for setting all the caches

API

Calls to engine.call without C++ handler bound, will reject the returned promise objects

API

Modify the Renoir backends initialization so that all constructors take a single settings object


Feature

Add aspect ratio media feature support

Feature

Added support for the change event listener for input and textarea elements

Enhancement

Support VW/VH suffices in scrollTop and scrollLeft element properties

Enhancement

getModifierState support for Keyboard and Mouse events

Enhancement

Update PlayStation 4 to SDK 8.0

Enhancement

Update PlayStation 5 to SDK 2.0

Fix

Fix image alignment with coh-inline paragraphs

Fix

Fixed CohtmlToTransformMatrix2D to handle invalid inputs

Fix

Fixed text-transformation styles sticking to detached nodes

Fix

Added I18NManager in Unity3D for PlayStation 4 and PlayStation 5

Fix

Fixed View flicking when creating multiple views

Fix

Fixed a crash in FInternationalizationManager class

Fix

Fixed crash when passing null for custom data-binding attribute state

Fix

Fixed mouse cursor notification for input fields without explicit type

Fix

Fixed event.target.selection indices for input elements

Fix

Fixed the timestamp for gamepad events in Unreal Engine 4


Feature

Added clipboard support in Cohtml Player for Mac OS X

Feature

Added support for font-weight CSS property support

Feature

Added clipboard support for CohtmlPlugin in Unreal Engine 4

Feature

Added support for media decoders and inspector for UnrealEngine 4 on Nintendo Switch

Feature

Added WebSocket support for Unity3D

Enhancement

Added support XMLHttpRequest timeout

Enhancement

Added support for Unreal Engine 4.26

Enhancement

Added support for Universal Rendering Pipeline for Unity3D

Enhancement

Allowed OnEnabled and OnDisabled to be overridden in Unity3D

Fix

Fixed exposing the INodeProxy to C# code in Unity3D

Fix

Fixed redrawing SVG images every frame

Fix

Fixed complex text shaping issues when mixing different languages

Fix

Fixed Cohtml Player not working with –root cmd argument on Mac OS X

Fix

Fixed freeze when running the video playback sample on a machine without audio devices

Fix

Fixed missing context when using mutation observers

Fix

Fixed issues with parsing @font-face URL declarations

Fix

Fixed parsing of multiple CSS selectors followed by selection pseudo selector

Fix

Fixed crash on closing the Player with open Websocket connections

Fix

Fixed reversed Ctrl and Command/Meta modifiers on Mac OS X

Fix

Fixed crash on Xbox One with Unity3D

Fix

Fixed missing JavaScript context during destruction of canvas elements

Fix

Fixed layout of flexbox items after changing their text content

Fix

Removed usage of Unity3D APIs in static constructors on PlayStation 4

Fix

Fixed clashes between renoir float2 and client float2 types

Fix

Fixed parsing of fonts specified with url() without quotes

Fix

Fixed mixing of files in a single folder from Unity3D packages for different platforms

API

Changed the logging severity of assert failures to be CriticalError and above the current Error level

API

The load event is fired after the fonts from the stylesheets have been loaded

So far, we only had support for offline user-generated Bitmap fonts. In this version, we are introducing offline user-generated MSDF font support.

  • The ST_RenderSDF shader type was removed and new ST_TextSDFGPU, ST_TextStrokeSDFGPU, ST_BatchedTextSDFGPU, ST_TextMSDF, ST_TextStrokeMSDF and ST_BatchedTextMSDF shader types were introduced and added to the shader mappings. The first three are used for rendering of SDF fonts generated on the GPU, while the other three are used for the newly introduced MSDF rendering. Client attention/changes required!
  • The PST_SDFRender and PST_SDDOutlineRender pixel shader source was moved from the CohShadeGeometry.ihlsl file to the CohShadeGeometryRare.ihlsl one. Client attention/changes required!
  • The PST_MSDFRender and PST_MSDFOutlineRender pixel shader types were implemented in the CohShadeGeometryRare.ihlsl file. Client attention/changes required!

With the introduction of another type of user font, we decided to simplify the API for loading user fonts.

  • As a result, we are no longer using the old cohtml::System::BitmapFontDescription object, but the new cohtml::System::UserFontDescription one. Aside from the changed name, it has two new parameters. The first is the type of the font, which specifies whether we are using the old Bitmap font logic, or the newly introduced MSDF one. The second one is the spread, which should be set to 0 in the case of Bitmap fonts and to the correct value for fonts that are using distance fields like the MSDF fonts, for example.
  • The pair of cohtml::System::AddBitmapFont functions have been changed to a pair of cohtml::System::AddUserFont ones, that take the new cohtml::System::UserFontDescription configuration object instead of the old cohtml::System::BitmapFontDescription one. This means that all references to that type (and its subtypes) should be changed to reflect how the new API works.