phaser/CHANGELOG-v3.61.md

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# New Features
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* `Text.setRTL` is a new method that allows you to set a Text Game Object as being rendered from right-to-left, instead of the default left to right (thanks @rexrainbow)
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* `FX.Circle.backgroundAlpha` is a new property that allows you to set the amount of the alpha of the background color in the Circle FX (thanks @rexrainbow)
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* `Physics.Arcade.World.singleStep` is a new method that will advance the Arcade Physics World simulation by exactly 1 step (thanks @monteiz)
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# Updates
* The `WebAudioSoundManager` will now bind the `body` to the `removeEventListener` method, if it exists, to prevent memory leaks (thanks @wjaykim)
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* The `AnimationManager.globalTimeScale` property is now applied to all Game Objects using the Animation component, allowing you to globally speed-up or slow down all animating objects (thanks @TJ09)
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# Bug Fixes
* `Particle.scaleY` would always be set to the `scaleX` value, even if given a different one within the config. It will now use its own value correctly.
* `Array.Matrix.RotateLeft` was missing the `total` parameter, which controls how many times to rotate the matrix.
* `Array.Matrix.RotateRight` was missing the `total` parameter, which controls how many times to rotate the matrix.
* `Array.Matrix.TranslateMatrix` didn't work with any translation values above 1 due to missing parameters in `RotateLeft` and `RotateRight`
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* `FX.Blur` didn't set the `quality` parameter to its property, meaning it wasn't applied in the shader, causing it to always use a Low Blur quality (unless modified post-creation).
* The `BlurFXPipeline` didn't bind the quality of shader specified in the controller, meaning it always used the Low Blur shader, regardless of what the FX controller asked for.
* The `FXBlurLow` fragment shader didn't have the `offset` uniform. This is now passed in and applued to the resulting blur, preventing it from creating 45 degree artifacts (thanks Wayfinder)
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* The `Tilemap.createFromObjects` method wouldn't always copy custom properties to the target objects or Data Manager. Fix #6391 (thanks @samme @paxperscientiam)
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* The `scale.min` and `scale.max` `width` and `height` properties in Game Config were ignored by the Game constructor, which was expecting `minWidth` and `minHeight`. This now matches the documnentation. Fix #6501 (thanks @NikitaShpanko @wpederzoli)
* Due to a copy-paste bug, the `Actions.GetLast` function had the same code as the `GetFirst` function. It now does what you'd expect it to do. Fix #6513 (thanks @dmokel)
* The `TilemapLayer.PutTileAt` method would use an incorrect local GID if the Tilemap Layer wasn't using all available tilesets. Fix #5931 (thanks @christianvoigt @wjaykim)
* The `TextureManager.addSpriteSheet` method would fail if a `Texture` instance was given as the second parameter, throwing a `Cannot read property 'key' of null` (thanks @charlieschwabacher)
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* The `HexagonalCullBounds` function incorrectly referenced `this` within it, instead of `layer` (thanks @DaliborTrampota)
* The `HexagonalGetTileCorners` function incorrectly referenced `this` within it, instead of `layer` (thanks @DaliborTrampota)
* The `HexagonalTileToWorldXY` function incorrectly referenced `this` within it, instead of `layer` (thanks @DaliborTrampota)
* The `BitmapText` Game Object will now reset the WebGL Texture unit on flush, which fixes an issue of a flush happened part-way during the rendering a BitmapText (thanks @EmilSV)
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## Examples, Documentation, Beta Testing and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@samme