You can find the v0.99.1 documentation here:
To understand how fast cocos2d v0.99.1 is, please see the performance tests
Issue #783
Two new transitions were added:
CCRadialCCWTransition
CCRadialCWTransition
Issue #780
TMX Maps now supports automatic z ordering (using OpenGL Z vertex).
Please, see the programming guide for further information:
| Isometric vertex Z example. It has 2 layers: “trees” and “grass”. Uses cc_vertex=automatic for the “trees” layer. And cc_vertexz=-1000 for the “grass” layer. |
| Orthogonal vertex example. It has 2 layers: “trees” and “grass”. It uses cc_vertexz=automatic and cc_alpha_func=0.5 for the “trees” layer. and cc_vertexz=-1000 for the “grass” layer |
Issue #619
* Added support for .tsx tileset files.
Issue #390
CCRepeat works without jerks, finally.
Issue #799
Dealloc uses CCLOGINFO instead of CCLOG. CCLOGINFO is only used when the preprocessor macro COCOS2D_DEBUG=2 (or higher).
By default COCOS2D_DEBUG=1 when compiling in Debug mode. The macro is not defined when compiling in Release mode.
Issue #784
,#795
Box2d updated to SVN r66
Chipmunk updated to v5.2
Issue #816
If you call:
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_A8];
then it will generate A8 textures the next time a CCTexture2D is created.
A8 textures (8-bit textures) occupy less memory and are faster than the 16-bit and 32-bit texture.
On the other hand, they occupy more memory and are slower than the 4-bit or 2-bit PVR texture.
Q: When should you use A8 textures ?
In case your particle image doesn't look good with a PVR texture, then try using a A8 texture.
In bitmap labels (CCBimapFontAtlas or CCLabelAtlas) in case they only use just 1 color. CCLabel objects already use A8 textures
In special cases where you sprite only use just 1 color (eg: Geometry Wars games)
BONUS FEATURE: This feature also works on v0.99.0. The only difference with v0.99.1, is that it is documented on v0.99.1 :)
Issue #668
Premultiplied textures (almost all cocos2d textures are premultiplied) support both Tint and Opacity at the same time.
Example:
CCSprite *sprite = [CCSprite spriteWithFile:@"sprite.png"];
// modify color
[sprite setColor:ccRED];
// modify opacity
[sprite setOpacity:128];
Issue
#767 When using Spritesheet, you can't reorder grand children sprites.
[FIX] Menu: If menu is not visible it doesn't receive touches (issue #88)
[FIX] Menu: MenuItemLabel restores the scale property (issue #500)
[FIX] SpriteFrameCache: set singleton to nil when it is purged (issue #814)
[FIX] Templates: thumb-compilation turned off at project settings (already off in target settings) (issue #772)
[FIX] Texture2D allocs the right texturememory when using the non-premultiplied alg.(issue #813)
[FIX] Texture2D supports A8 textures (issue #816)
[3RD] Libpng: updated to v1.2.43 (libpng is only used by a cocos2d test)
[NEW] Actions: new added actions: CCProgressTo, CCProgressFromTo (issue #783)
[NEW] CGPointExtensions: new add functions: CGPointExtension like: clampf, ccpClamp, ccpFromSize, ccpCompOp, ccpLerp, ccpFuzzyEqual, ccpCompMult, ccpAngleSigned, ccpAngle, ccpRotateByAngle, ccpLineIntersect (issue #783)
[NEW] Macros: added CCLOGINFO() and CCLOGERROR(). CCLOGINFO() disabled by default (issue #799)
[NEW] SpriteFrameCache: added support for Zwoptex Desktop version (issue #812)
[NEW] TMX: if layer contains cc_vertezx=automatic, tiles will use vertexZ and GL_ALPHA_TEST (issue #780)
[NEW] TMX: TMXLayer supports Tiled offset property (issue #616)
[NEW] TMX: Added support for .tsx tilesets (issue #619)
[NEW] Transition: new added transitions: CCRadialCCWTransition, CCRadialCWTransition (issue #783)
[FIX] All: cocos2d constants start with kCC. Change is backward compatible (issue #809)
[FIX] Actions: CCRepeat works smoothly, without jerks (re-fixed issue #390)
[FIX] Actions: CCAnimate frame calculation is more precise (issue #758)
[FIX] CocosDenshion: Fixed mute (issue #789)
[FIX] RenderTexture: removed limit when saving images (issue #782)
[FIX] RenderTexture: doesn't use GL_DITHER and restores glColorMask() (issue #796)
[FIX] Sprite, LabelAtlas, TiledMap: opactiy + color works even when the texture is premultiplied (issue #668)
[FIX] TMX: TMXTileMap supports any kind of objects, like CCSprite (issue #700, #765)
[FIX] TMX: TMXLayer uses the opacity defined for the layer (issue #785)
[FIX] TMX: TMXLayer raises exception if it receives the addChild message (issue #808)
[FIX] Texture2D: removed NSLog when image was NULL (issue #802)
[FIX] Xcode: hardware requirements in .plist: doesn't contain disabled features (issue #769)
[3RD] Box2d: udpated to r66 (issue #795)
[3RD] Chipmunk: updated to v5.2 (issue #784)