[version] 发布v4.0.4版本。正式支持所有平台

main v4.0.4
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"versions": [
{
"unity_version":"2020",
"hybridclr" : { "branch":"v4.0.2"},
"il2cpp_plus": { "branch":"v2020-4.0.0"}
"hybridclr" : { "branch":"v4.0.3"},
"il2cpp_plus": { "branch":"v2020-4.0.1"}
},
{
"unity_version":"2021",
"hybridclr" : { "branch":"v4.0.2"},
"hybridclr" : { "branch":"v4.0.3"},
"il2cpp_plus": { "branch":"v2021-4.0.0"}
},
{
"unity_version":"2022",
"hybridclr" : { "branch":"v4.0.2"},
"hybridclr" : { "branch":"v4.0.3"},
"il2cpp_plus": { "branch":"v2022-4.0.0"}
}
]

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# 发布日志
## 4.0.4
发布日期 2023.09.11。
### Runtime
- [new][platform] 彻底支持所有平台包括UWP和PS5
- [fix][严重] 修复计算interpreter部分enum类型的桥接函数签名的bug
- [fix] 修复在某些平台下有编译错误的问题
- [fix] 修复转换STOBJ指令未正确处理增量式GC的bug
- [fix] [fix] 修复 StindVarVar_ref指令未正确设置WriteBarrier的bug
- [fix] 修复2020 GenericMethod::CreateMethodLocked调用vm::MetadataAllocGenericMethod()未持有s_GenericMethodMutex锁的线程安全问题
### Editor
- [fix] 修复AddLil2cppSourceCodeToXcodeproj2021OrOlder在Unity 2020下偶然同时包含了不同目录的两个ThreadPool.cpp文件导致出现编译错误的问题
- [fix] 修复不正确地从EditorUserBuildSettings.selectedBuildTargetGroup获得BuildGroupTarget的bug
- [fix] StripAOTDllCommand生成AOT dll时的BuildOption采用当前Player的设置避免当打包开启development时StripAOTDllCommand生成Release aot dll而打包生成debug aot dll产生补充元数据及桥接函数生成不匹配的严重错误
- [change] 为了更好地支持全平台调整了RuntimeApi.cs中dllName的实现默认取 __Internal
- [change] 为了更好地支持全平台自2021起裁剪AOT dll全都通过MonoHook复制
## 4.0.3
发布日期 2023.08.31
发布日期 2023.08.31
### Editor

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{
"name": "com.code-philosophy.hybridclr",
"version": "4.0.3",
"version": "4.0.4",
"displayName": "HybridCLR",
"description": "HybridCLR is a fully featured, zero-cost, high-performance, low-memory solution for Unity's all-platform native c# hotupdate.",
"category": "Runtime",