Release notes
On this page
Migration guide
Backend changes
In this release, we have added the possibility to resolve a multi-sampled stencil texture region directly to a 1x MSAA color texture. Custom backend users have to implement the following:
- A command
BC_ResolveAndCopyStencilRegion, which resolves the stencil of a source depth-stencil texture onto a 1x MSAA destination texture (e.g. by using a compute shader) - A newly added backend capability
SupportsDepthStencilResolveindicating whether the backend supportsBC_ResolveAndCopyStencilRegion - A new
Texture2DpropertyIsUnorderedAccessEnabledwhen creating color textures, which indicates that the texture should be bindable as a “random access texture” - A new
DepthStencilTexturepropertyIsShaderResourcewhen creating depth-stencil textures, which indicates that the texture could be sampled from in a shader - The render target could be an invalid handle now, indicating that only a depth-stencil resource should be bound
Changelog
Version 1.64.0
Released 04 Mar 2025
| Feature | Optimized SynchronizeModels significantly by computing some of complex expressions in the attributes directly, without compiling and invoking a JavaScript function |
| Enhancement | Improved error message for engine.call to include the name of the function when there is no handler for it |
| Enhancement | Improved performance of UnregisterDataBindAttributes() for pages with a lot of data-binding attributes used |
| Enhancement | Modified the Components sample to use Shadow DOM |
| Enhancement | Optimized layout for deep DOM structures with automatically sized children |
| Enhancement | Optimized text layout performance and memory usage |
| Enhancement | Improved error messages when data binding expression fails to parse or compile |
| Enhancement | Added support for multiple keyframe rules with the same name |
| EnhancementUnreal Engine | Added a delegate for mouse wheel event in HUD setups |
| EnhancementUnreal Engine | Added sharing of depth stencil textures for views with compatible dimensions to save texture memory |
| Enhancement | Refactor backends to standardize the storing of GPU objects |
| Enhancement | Added profiling data and documentation for handling bad cases for the flex layout algorithm |
| Enhancement | Added the possibility to directly resolve a multi-sampled stencil texture region to 1xMSAA color texture for DirectX 11,12, and PlayStation rendering backends |
| Fix | Fixed child element transitions not triggering after the hidden parent becomes visible |
| Fix | Updated the TypeScript definitions for the cohtml.js |
| FixUnity | Added Dispose method for the CohtmlLogHandler |
| FixUnity | Fixed Unity 6 treating UPM packages as experimental |
| Fix | Disabled emitting of some profile events when Library::EnableProfiling is disabled |
| Fix | Fixed a visual artifact when applying backdrop filter to the whole viewport |
| Fix | Fixed visual artefacts of left over text when changing the text dynamically in an inline container |
| Fix | Fixed crash when accessing unreachable array element with the safe binding enabled |
| Fix | Fixed animations sometimes failing to pause or wrongly resuming |
| Fix | Keyframe rules no longer pass the shadow DOM boundary |
| Fix | CSS animations now stop once their keyframe rule is removed |
| FixUnreal Engine | Fixed unsafe access of texture when texture draws tracking is enabled on console platforms |
| FixUnreal Engine | Fixed issues when recording screenshots with Inspector profiling |
| FixUnreal Engine | Fixed assert when resolving MSAA render targets on some mobile devices |
| FixUnreal Engine | Fixed a crash on older android devices related to unsupported shader buffer sizes |
| Fix | Fixed cases where scissor rect would be bigger than than the viewport |
| Fix | Fixed a crash when UnregisterModel with arrays when safe binding is enabled |
| Fix | Fixed a crash when a precompiled script throws an exception |
| Fix | Fixed binding of nested maps and arrays when safe binding is enabled |
| FixUnreal Engine | Fixed assert during shader compilation on Mac OS when ShaderModel 6 is enabled |
| API | Added a new BC_ResolveAndCopyStencilRegion backend command and a SupportsDepthStencilResolve capability whether it can be used. |