Release notes
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Changelog
Version 1.18.2.8
Released 12 Oct 2021
Feature | Added universal ICU library working natively on Mac OS X with M1 processors |
Feature | Made UnityPlugin for Mac an universal library working natively on Mac OS X with M1 processors |
Feature | Add support for tree-structural pseudo class selectors – first-child, last-child, only-child, nth-child |
Feature | Added support for the backdrop-filter CSS property for Native and Unity3D |
Enhancement | Added CSSStyleDeclaration.cssText support |
EnhancementUnreal Engine | Added an option to install cohtml libraries in the game directory for Unreal Engine |
Enhancement | Added a new sample demonstrating an example implementation for the ISubLayerCompositor and its integration into an application |
Enhancement | Implemented BigInt binding and data binding for numbers representable with 64 bits. |
EnhancementUnreal Engine | Added documentation about how individual Texture settings affects Atlas generation and which are the settings that may be ignored |
Enhancement | Applied several security vulnerability fixes in V8 |
Enhancement | Allowed iteration with for…of for DOM collections |
Enhancement | Implemented an optimization so that parts of some index buffers are reused and less GPU memory is needed. Read the rendering migration guide. |
Fix | Fixed a crash when passing console methods to async JS methods like setTimeout |
Fix | Fixed the HTML Parser to not throw warnings on commented code with CSS variables inside |
Fix | Fixed |= attribute selector matching elements that should not be matched |
Fix | Fixed incorrect sampling coordinates for elements that are partly outside of the viewport, causing “squashing of the image into the visible portion |
Fix | Fixed incorrect clipping for elements creating sublayers (e.g. opacity, mix-blend-mode, etc.) that may cause elements disappearing |
Fix | Fixed rare occurrence of an assert for trying to destroy a missing texture |
Fix | Fixed incorrect passing of options for the rendering library needed for multithreaded awareness. Read the rendering migration guide. |
API | Removed support for ARMv7 processors for iOS |
Migration guide
1.18.0
- In previous versions the
LibraryParams::AllowMultipleRenderingThreads
was always enabled, now it’ll be off by default. From 1.18.0 the option must be enabled during Library initialization if the game engine has multiple rendering threads to disable incorrect asserts.
1.18.2.8
- The PS4 and PS5 shaders have to be compiled with the
-indirect-draw
flag as Renoir now uses features that require it. The command line options can be passed both toorbis-wave-psslc.exe
andprospero-wave-psslc.exe
shader compilers. - There is a new field in the
renoir::RendererCaps
structure -SupportsSharedIndexBuffers
. The field indicates whether the backend supports using the same index buffer with multiple vertex buffers. In almost all cases this istrue
, but the Unity C# backend does not support this.