v4.1.29
kevingpqi123
released this
24 Nov 04:56
·
35 commits
to release/4.1
since this release
4.1 正式版本发布,相对于 PAG 4.0 版本,主要修改内容:
(1)平台支持: 新增支持微信小程序(完整版本)
(2)AE 特性新增支持:
- 图层样式-渐变叠加、蒙版羽化和不透明度、亮度轨道遮罩/亮度轨道反转遮罩
- 文本路径选项:路径、反转路径、垂直于路径、强制对齐、首字边距、末字边距
(3)API 更新:
- PAGText API 层面增加支持 leading 和 tracking 修改;
- PAGView 增加 makeSnapshot 接口,支持在 PAGView 层面获取单帧渲染数据
(4)性能优化:“图层样式-投影” 使用新的模糊算法,相比之前,性能提升约 30%
(5)制品库变更:
- iOS 端移除 avmv7 架构支持
- 从 4.1 版本开始,版本号位数由之前的 4 位修改为 3 位
(6)问题修复
- 修复文本渲染模糊问题
- 修复 Android 平台外部字体注册获取失败 crash 问题;
- 修复 Android 平台 ManagerFragment 获取失败引起的 crash 问题
- 修复 Android 平台部分特效场景使用 crash 问题
- 修复内存申请失败引起的 pag 文件解码 crash 问题
- 修复 Android 平台 glBufferData 使用过程中的 OOM 问题
The official version 4.1 is released. Compared with the PAG 4.0 version, the main revisions are:
(1)Platform support: Added support for WeChat Mini Program (full version)
(2)New support for AE features:
- Layer Styles - Gradient Overlay, Mask Feather and Opacity, Brightness Track Mask/Brightness Track Reverse Mask
- Text path options: Path, Reverse Path, Perpendicular to Path, Forced Alignment, First Margin, Last Margin
(3)API update:
- PAGText API level adds support for leading and tracking modifications;
- PAGView adds a makeSnapshot interface to support obtaining single-frame rendering data at the PAGView level.
(4)Performance optimization: "Layer Style - Projection" uses a new blur algorithm, which improves performance by about 30% compared to before.
(5) Prebuilt library changes:
- Remove avmv7 architecture support on iOS
- Starting from version 4.1, the number of digits in the version number has been changed from the previous 4 digits to 3 digits.
(6) Issue fixes
- Fix text rendering blur issue
- Fix the crash issue of failed external font registration and acquisition on Android platform;
- Fix the crash issue caused by failure to obtain ManagerFragment on Android platform
- Fix the crash issue when using some special effects scenarios on the Android platform
- Fix pag file decoding crash caused by memory application failure
- Fix the OOM issue during the use of glBufferData on the Android platform