Release notes
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Changelog
Version 1.55.0
Released 15 Jul 2024
Feature | Moved style resolving off the Advance call into a task. This allows parallel style resolving of multiple views. Until completion of the style task, all View APIs that modify the DOM will block to prevent race issues. The block will be removed when the style resolving is further enhanced to become asynchronous and thread-safe. This feature will automatically disable itself when compositor, surface partitioning or custom effects are being used as they are currently incompatible with asynchronous style solving. They will become compatible in a future release. If you experience any issue due to the change, you can use the --synchronous-style-solving view developer option to revert to the old behavior. |
Feature | Allow precise updates for collections inside data-binding models |
Enhancement | Allow SynchronizeModels to run during DOM building |
Enhancement | Enhanced the font-fit feature with the ability to explicitly set minimum and maximum resulting font size |
Enhancement | Enhanced the low-level GPU memory info API with extended information about the page resources and their usage |
EnhancementUnreal Engine | Enhanced the Editor texture statistics reporting to include all GPU resource types |
Enhancement | Added optional compositorId argument to elementFromPoint DOM API to allow querying for the topmost element from composited hierarchies |
EnhancementUnity | Added a new ‘JavaScript Event Binding’ sample to the Unity3D UPM package |
EnhancementUnity | Improved the Unity3D Integration and Plugin API Reference documentation |
EnhancementUnity | Improved the ‘JavaScript Binding’ page in the Unity3D documentation |
EnhancementUnity | Added preloaded images support for the NGGC rendering backend |
EnhancementUnity | Added support for Unity InputSystem version 1.8 |
Enhancement | Added Development configuration for samples for Microsoft Windows and game consoles |
Enhancement | Optimize drawing of duplicate command buffers |
Enhancement | Added a sample to showcase how to use emojis in a chat input |
Enhancement | Use a single MSAA texture for the GPU tessellation |
Enhancement | Multiple improvements of GPU tessellator (Lower CB usage, better batching, fixed 32-bit indexing, single atlas resolve) |
API | Animation end events are fired 1 frame later now, due to animations being ticked asynchronously on the thread executing styling work. |
API | Synchronous resource requests and abort notifications can now be invoked from the thread executing styling work as well and not only from the thread calling Advance. Clients can force resource requests on the Advance calling thread via a view developer option --force-resource-requests-on-the-dom-thread until their resource handlers become thread-safe. Keep in mind that this option delays resource loading until the next Advance call. |
API | Deprecated SynchronizeModels happening on DOMContentLoaded . Before SynchronizeModels during loading was delaying the synchronization to happen just before the DOMContentLoaded event. The new behavior is to synchronize the models immediately and queue a synchronization on DOMContentLoaded . Future versions will only do the immediate synchronization. |
API | Removed the deprecated font-fit-mode CSS property in favor of coh-font-fit-mode |
API | Added a shorthand CSS property coh-font-fit that allows to set the mode and the limits with a single declaration |
APIUnity | Deprecated the Library.Initialize overload with the device model as parameter. |
APIUnity | Added DisableRestoringUniformBuffers property to LibraryParams for the Unity integration to be used instead of the device model |
API | Removed deprecated constructors for the Renoir rendering backends |
Fix | Fixed crash when the HTTPStreamResponse module receives empty response |
FixUnity | Fixed a crash that occurred when typing a backtick key while using the Input System |
Fix | Fixed potentially wrong string representation of when using RGBA values in canvas fillStyle |
FixUnity | Fixed audio synchronization warnings when quickly playing and stopping a video |
FixUnity | Fixed an issue with accessing the device model and causing an infinite recursion during Unity initialization |
Fix | Video decoders now schedule tasks through their owning system instead of the last created one. This was causing a crash when playing a video in another system and the last created one was destroyed. |
FixUnity | Fixed support for multiple video audio streams in a CohtmlView |
FixUnity | Fixed input errors when launching the Unity 3D integration sample on console or mobile platforms. |
Fix | Fixed errors caused by sending inspector data to closed inspector sessions |
Fix | Fixed a crash when calling focus() on an element not attached to the DOM |
FixUnity | Fixed hang on Xbox with Unity3D |
Fix | Fixed a crash when the transform attribute is removed from an SVG element |
Fix | Fixed a crash when using pseudo elements and absolutely positioned children in cohinline elements |
FixUnity | Fixed materials in Unity samples to transition correctly from standard to URP shaders using the Render Pipeline Converter in a URP project |
Fix | Fixed crash when the cache for command processors is used |
Fix | Fixed GPU tessellator wrong calculation of bounding box |
Fix | Fixed batching of paths rendered with CPU tessellator |
Fix | Fixed negative scaling handling in GPU tessellator |
FixUnreal Engine | Fixed assert in DestroyTexture caused by occasional early execution of Game Thread tasks |
FixUnreal Engine | Fixed map tiling in the Starter Guide sample |
FixUnreal Engine | Fixed a stale URL value inside UCohtmlWidget when changing URLs via UCohtmlWidget::Load |
Fix | Fixed potential crashes due to integer underflow when calculating text layout |
Fix | Fixed the native dropdown sample and resolved a warning when choosing options |
Fix | Fixed potential crash during GC when using the CSSOM API document.styleSheets |