Release notes
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Changelog
Version 1.44.0
Released 10 Aug 2023
Feature | Replaced ChakraCore with V8 for Universal Windows Platform for x86 |
Feature | Added remove method on DOM elements |
FeatureUnity | Added support screen overlays with Unity UI Canvas |
FeatureUnreal Engine | Added option for enabling the Linear Space Rendering Pipeline, enabling the support for textures in Linear sRGB Color space |
FeatureUnreal 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 |
EnhancementUnity | 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 |
FixUnity | Fixed allocating a new C# UnityPlugin instance on each access |
FixUnity | Fixed possible artifacts caused by scratch texture reuse |
FixUnity | Fixed crash Metal backend when there are multiple cameras with views |
FixUnity | Fixed Unity Mac bundle package naming |
FixUnity | Fixed running the Player with the scripts |
FixUnreal Engine | Fixed crash when making profile capture with screenshots enabled for DirectX12 |
FixUnreal Engine | Removed mixed (game and engine) plugin installation |
Migration guide
Migrating to 1.44
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;
…