phaser/CHANGELOG.md

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2018-02-15 14:03:51 +00:00
# Change Log
2018-02-16 19:18:03 +00:00
## Version 3.1.1 - In Development
2018-02-16 19:35:44 +00:00
### Updates
* The entire codebase now passes our eslint config (which helped highlight a few errors), if you're submitting a PR, please ensure your PR passes the config too.
2018-02-16 19:18:03 +00:00
### Bug Fixes
* Math.Fuzzy.Floor had an incorrect method signature.
* Arcade Physics World didn't import GetOverlapX or GetOverlapY, causing `separateCircle` to break.
* TileSprite was missing a gl reference, causing it to fail during a context loss and restore.
* The Mesh Game Object Factory entry had incorrect arguments passed to Mesh constructor.
## Version 3.1.0 - Onishi - 16th February 2018
2018-02-15 14:03:51 +00:00
### Updates
* Vertex resource handling code updated, further optimizing the WebGL batching. You should now see less gl ops per frame across all batches.
* The `Blitter` game object has been updated to use the `List` structure instead of `DisplayList`.
* Arcade Physics World `disableBody` has been renamed `disableGameObjectBody` to more accurately reflect what it does.
* Lots of un-used properties were removed from the Arcade Physics Static Body object.
* Arcade Physics Static Body can now refresh itself from its parent via `refreshBody`.
### Bug Fixes
* A couple of accidental uses of `let` existed, which broke Image loading in Safari # (thanks Yat Hin Wong)
* Added the static property `Graphics.TargetCamera` was added back in which fixed `Graphics.generateTexture`.
* The SetHitArea Action now calls `setInteractive`, fixing `Group.createMultiple` when a hitArea has been set.
* Removed rogue Tween emit calls. Fix #3222 (thanks @ZaDarkSide)
* Fixed incorrect call to TweenManager.makeActive. Fix #3219 (thanks @ZaDarkSide)
* The Depth component was missing from the Zone Game Object. Fix #3213 (thanks @Twilrom)
* Fixed issue with `Blitter` overwriting previous objects vertex data.
* The `Tile` game object tinting was fixed, so tiles now honor alpha values correctly.
* The `BitmapMask` would sometimes incorrectly bind its resources.
* Fixed the wrong Extend target in MergeXHRSettings (thanks @samme)
### New Features
* Destroying a Game Object will now call destroy on its physics body, if it has one set.
* Arcade Physics Colliders have a new `name` property and corresponding `setName` method.
* Matter.js bodies now have an inlined destroy method that removes them from the World.
* Impact bodies now remove themselves from the World when destroyed.
* Added Vector2.ZERO static property.