All pixel rounding math is now handled on the GPU instead of on the CPU. This feature has now been enabled by default.
* The Game Config `roundPixels` property is now `true` by default. This means that all Game Objects will be positioned and rendered with pixel-perfect precision, which is by far the most common use-case for Phaser games. This will prevent sub-pixelation when rendering at non-integer offsets and allows for smoother camera scrolling, especially at higher zoom scales. If you wish to disable this, you can do so by setting the `roundPixels` property in the Game Config to `false`. Note that only `roundPixels` has been set to `true`. The `pixelArt` property remains `false`. So if you're creating a pixel-art style game, please still enable this in your config.
* All of the core vertex shaders, including Multi, Single and Mobile now have a new uniform called `uRoundPixels` which is set in all of the corresponding pipelines. This means that all pixel rounding calculations are now done on the GPU instead of the CPU, which can save a lot of math in intensive games.
*`CanvasRenderer.batchSprite` has been updated to correctly use the Camera `roundPixels` property and apply it to the `drawImage` call.
*`Camera.preRender` will no longer round the origin, follow coordinates or scrollX/Y coordinates. It will still round the World view.
* The `MultiPipeline.batchSprite` method (which is also used by the Single Pipeline and Mobile Pipeline) will no longer use `roundPixels` when calculating the quad vertex data. It also won't apply it to any of the sprite values. This is all now handled in the shader directly.
*`TransformMatrix.setQuad` no longer uses an anonymous function for `roundPixels`, which will help with performance.
* The `TransformMatrix.setQuad` method signature has changed slightly. The `roundPixels` parameter is now optional and defaults to `false`. Previously, you always had to set it.
* Arcade Physics Bodies have a new method called `setDirectControl` which toggles a new boolean property `directControl`. When enabled (it's false by default) it means the Body will calculate its velocity based on its change in position compared to the previous frame. This allows you to directly move a Body around the physics world by just changing its position, without having to use acceleration or velocity. This is useful if you want to move it via a Tween, or follow a Pointer, or a Path. Because its velocity is calculated based on this movement it will still resolve collisions with other bodies, imparting velocity to them as usual.
* Arcade Physics Bodies have a new property called `slideFactor`. This is a Vector2 that controls how much velocity is retained by a Body after it has been pushed by another Body. The default value is 1, which means it retains all of its velocity. If set to zero, it will retain none of it. This allows you to create a Body that can be pushed around without imparting any velocity to it.
*`Body.setSlideFactor` is a new method that sets the Body's `slideFactor` property.
* The Arcade Physics World has a new method `nextCategory` which will create a new collision category and return it. You can define up to 32 unique collision categories per world.
* Arcade Physics Bodies have two new properties: `collisionCategory` and `collisionMask`. These allow you to set a specific collision category and list of categories the body will collide with. This allows for fine-grained control over which bodies collide with which others. The default is that all bodies collide with all others, just like before.
*`setCollisionCategory` is a new method available on Arcade Physics Bodies that allows you to set the collision category of the body. It's also available on Arcade Sprites, Images, Tilemap Layers, Groups and Static Groups directly.
*`setCollidesWith` is a new method available on Arcade Physics Bodies that allows you to set which collision categories the body should collide with. It's also available on Arcade Sprites, Images, Tilemap Layers, Groups and Static Groups directly.
*`resetCollision` is a new method available on Arcade Physics Bodies that allows you to reset the collision category and mask to their defaults. It's also available on Arcade Sprites, Images, Tilemap Layers, Groups and Static Groups directly.
The default is as before: all bodies collide with each other. However, by using the categories you now have much more fine-grained control over which objects collide together, or not. They are filtered out at the top-level, meaning you can have a Sprite set to not collide with a Physics Group and it will skip checking every single child in the Group, potentially saving a lot of processing time.
The new collision categories are used automatically by either directly calling the `collide` or `overlap` methods, or by creating a Collider object. This allows you to use far less colliders than you may have needed previously and skip needing to filter the pairs in the collision handlers.
You can now set in your game config two new boolean properties that control if the built-in FX are enabled, or not. If you don't need to use the FX then disabling these will help save on texture memory and will compile less shaders, which can help with startup time. These are single-set flags, you cannot toggle them after the game has booted.
*`disablePreFX` set this to `true` in your game config to disable the creation and use of Pre FX on all Game Objects.
*`disablePostFX` set this to `true` in your game config to disable the creation and use of Post FX on all Game Objects.
* The `PipelineManager` will now delay the creation of the FX Pipelines until its `boot` method, using these config values to determine if it should proceed.
* The `PipelineManager.renderTargets` array will no longer be pre-populated if you disable Pre FX, saving on texture memory.
*`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)
*`PostFXPipeline.bootFX` is a new method, which is the previous `boot` method but renamed. This is no longer called from the constructor, but instead when the Post FX Pipeline is activated by the Pipeline Manager. This means that the resources the Post FX requires, such as creating Render Targets and shaders, is delayed until the FX is actually used, saving on memory.
* The `PostFXPipeline` will now set `autoResize` to `true` on all of its `RenderTarget` instances. This fixes an issue where the `PostFXPipeline` would not resize the render targets when the game size changed, causing them to become out of sync with the game canvas. Fix #6503 (thanks @Waclaw-I)
*`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 applied to the resulting blur, preventing it from creating 45 degree artifacts (thanks Wayfinder)
* Fixed an issue in the way the Tilemap WebGL Renderer would call `batchTexture` that meant if you applied a PostFX to a Tilemap Layer it would apply the fx for every single tile in the layer, instead of just once per layer. In a simple map this fix has reduced draw calls from over 12,000 to just 52, and it no longer matters how many tiles are on the layer, the cost of applying the FX is consistent regardless.
*`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)
*`Tilemaps.ObjectLayer.id` is a new property that returns the ID of the Object Layer, if specified within Tiled, or zero otherwise. You can now access the unique layer ID of Tiled layers if the event a map doesn't have unique layer names (thanks @rui-han-crh)
*`Tilemaps.LayerData.id` is a new property that returns the ID of the Data Layer, if specified within Tiled, or zero otherwise (thanks @rui-han-crh)
*`Text.setLetterSpacing` is a new method and `Text.letterSpacing` is the related property that allows you to set the spacing between each character of a Text Game Object. The value can be either negative or positive, causing the characters to get closer or further apart. Please understand that enabling this feature will cause Phaser to render each character in this Text object one by one, rather than use a draw for the whole string. This makes it extremely expensive when used with either long strings, or lots of strings in total. You will be better off creating bitmap font text if you need to display large quantities of characters with fine control over the letter spacing (thanks @Ariorh1337)
* The `GameObject.setTexture` method has 2 new optional parameters: `updateSize` and `updateOrigin`, which are both passed to the `setFrame` method and allows you to control if the size and origin of the Game Object should be updated when the texture is set (thanks @Trissolo)
* Both the Animation Config and the Play Animation Config allow you to set a new boolean property `randomFrame`. This is `false` by default, but if set, it will pick a random frame from the animation when it _starts_ playback. This allows for much more variety in groups of sprites created at the same time, using the same animation. This is also reflected in the new `Animation.randomFrame` and `AnimationState.randomFrame` properties.
* You can now use a `Phaser.Types.Animations.PlayAnimationConfig` object in the `anims` property of the `ParticleEmitter` configuration object. This gives you far more control over what happens to the animation when used by particles, including setting random start frames, repeat delays, yoyo, etc. Close #6478 (thanks @michalfialadev)
*`TilemapLayer.setTintFill` is a new method that will apply a fill-based tint to the tiles in the given area, rather than an additive-based tint, which is what the `setTint` method uses.
*`Tile.tintFill` is a new boolean property that controls if the tile tint is additive or fill based. This is used in the TilemapLayerWebGLRenderer function.
*`RenderTarget.willResize` is a new method that will return `true` if the Render Target will be resized as a result of the new given width and height values.
* When creating a `TimelineEvent` you can now set a new optional callback: `if`. If set, this callback is invoked at the start of the TimelineEvent. If it returns `true`, then the rest of the event is processed (i.e. tweens started, sound played, etc) otherwise the event is skipped. This allows you to create conditional events within a Timeline.
*`Geom.Line.setFromObjects` is a new method that will set the Line start and end points to match those of the two given objects, which can be Game Objects, or anything Vector2-like (thanks @Trissolo)
* 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)
* The `Rope` Game Object now calls `initPostPipeline` allowing you to use Post FX directly on it, such as glow, blur, etc. Fix #6550 (thanks @rexrainbow)
* The `Tween.stop` method will now check to see if `Tween.parent` is set. If not, it won't try to set a pending removal state or dispatch an event, which should help guard against errors where `Tween.stop` is called by mistake on already destroyed tweens (thanks @orcomarcio)
* The `Tween.remove` method will now check to see if `Tween.parent` exists before trying to remove it from the parent. This should help guard against errors where `Tween.remove` is called by mistake on already removed or destroyed tweens. Fix #6539 (thanks @orcomarcio)
* The `Graphics` Game Object will now set a default line and fill style to fully transparent and black. This prevents issues where a Graphics object would render with a color set in other Shape Game Objects if it had been drawn to and no style was previous set (thanks Whitesmith)
* The `WebGLRenderer.deleteFramebuffer` method has been updated so it now tests for the existence of a COLOR and DEPTH_STENCIL attachments, and if found, removes the bindings and deletes the stencil buffer. The code that previously deleted the `RENDERERBUFFER_BINDING` has also been removed to avoid side-effects.
* If you make a `Mesh` Game Object interactive, it will now bind to the scope of the Mesh and uses the current `faces` in the hit area callback, rather than the faces as defined when the Mesh was made interactive. This will help keep the input in sync with a potentially changing Mesh structure (thanks @rexrainbow)
* iOS and any browser identifying as `AppleWebKit` will now set the `Device.es2019` flag to `true`. This causes Phaser to use the native array Stable Sort. This fixes an issue where overlapping particles could flicker on iOS. Fix #6483 (thanks @mattkelliher@spayton)
* The Request Video Frame polyfill will now check first to see if the browser supports `HTMLVideoElement` before trying to inspect its prototype. This should help in non-browser environments.
*`Plane.originX` and `originY` are two new read-only properties that return the origin of the Plane, which is always 0.5 (thanks @rexrainbow)
* The `LoaderPlugin` will now call `removeAllListeners()` as part of its `shutdown` method, which will clear any event listeners bound to a Loader instance of the Scene, during the Scene shutdown. Fix #6633 (thanks @samme)
* The `MultiPipeline.batchTexture` method has a new optional boolean parameter `skipPrePost` that will force the call to ignore calling the `preBatch` and `postBatch` Pipeline Manager methods for the Game Object. This allows you to skip the overhead of calling them if you know you don't need them.
* The `tint` property can now act as a getter and a setter, where-as previously it was only a setter. Reading this property returns the equivalent of the `tintTopLeft` value (thanks @rexrainbow)
*`ParticleEmitter.addDeathZone` now returns an _array_ of the Death Zone instances created, rather than just a single zone. This makes it functionally the same as `addEmitZone` (thanks @AlvaroEstradaDev)
* The `GameObjects.Layer.add` method is now chainable (thanks @rexrainbow)
* The `GameObjects.Layer.remove` and `removeAll` methods are now chainable and have a new optional boolean parameter `destroyChild`, which will destroy the Game Objects removed from the Layer (thanks @rexrainbow)
* If a Game Object is destroyed, it will now automatically be removed from the Layer it was in, if any (thanks @rexrainbow)
*`Curves.Path.defaultDivisions` is a new property that holds the default number of divisions to split the Path in to (thanks @AlvaroEstradaDev)
* The `Curves.Path.getPoints` method has a new optional parameter `stepRate` which allows you to set the distance between points on the curve, and defaults to `defaultDivisions` (thanks @AlvaroEstradaDev)
* The `Timeline` class will now emit the new `Phaser.Time.Events#COMPLETE` event when it completes. It will also no longer process its `update` method once the Timeline has completed (thanks @rexrainbow)
* The `RandomDataGenerator#weightedPick` method will no longer under-sample the first and last elements in the given array, leading to better distribution of results. Fix #6562 (thanks @wayfinder@shy@samme)
* During `Game.runDestroy` it will now check for `this.domContainer.parentNode` before trying to remove it, preventing errors if the DOM Container has already been removed. Fix #6559 (thanks @orcomarcio)
*`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.
* The `Tilemap.createFromObjects` method wouldn't always copy custom properties to the target objects or Data Manager. Fix #6391 (thanks @samme@paxperscientiam)
* 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 documentation. 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)
* The `BitmapText` Game Object will now reset the WebGL Texture unit on flush, which fixes an issue of a flush happening part-way during the rendering a BitmapText (thanks @EmilSV)
* When using interpolation for a Particle Emitter operation, such as: `x: { values: [ 50, 500, 200, 800 ] }` it would fail to set the final value unless you specified the `interpolation` property as well. It now defaults to `linear` if not given. Fix #6551 (thanks @orcomarcio)
* The Matter Physics `ignoreGravity` boolean is now checked during the Matter Engine internal functions, allowing this property to now work again. Fix #6473 (thanks @peer2p)
*`Group.createFromConfig` will now check to see if the config contains either `internalCreateCallback` or `internalRemoveCallback` and set them accordingly. This fixes an issue where the callbacks would never be set if specified in an array of single configuration objects. Fix #6519 (thanks @samme)
*`PhysicsGroup` will now set the `classType` and null the `config` when an array of single configuration objects is given in the constructor. Fix #6519 (thanks @samme)
* The `PathFollower.pathUpdate` method will now check if the `tween` property has a valid `data` component before running the update. This prevents a call to `PathFollower.stopFollow` from throwing a `Cannot read properties of null (reading '0')` error as it tried to do a single update post stop. Fix #6508 (thanks @francois-dibulo)
* Added missing parameter to some function calls in `Structs.ProcessQueue#add` (thanks @Trissolo)
*`Tile` was incorrectly using the `Alpha` Game Object component, instead of the `AlphaSingle` component, which meant although the methods implied you could set a different alpha per tile corner, it was never reflected in the rendering. It has now been updated to use just the single alpha value. Fix #6594 (thanks @jcoppage)
* The `TextureManager.addAtlasJSONArray` method would fail if a `Texture` instance was given as the second parameter, throwing a `Cannot read property 'key' of null` (thanks @1DAfT)
* The `TextureManager.addAtlasJSONHash` method would fail if a `Texture` instance was given as the second parameter, throwing a `Cannot read property 'key' of null` (thanks @1DAfT)
* The `TextureManager.addAtlasXML` method would fail if a `Texture` instance was given as the second parameter, throwing a `Cannot read property 'key' of null` (thanks @1DAfT)
* The `TextureManager.addUnityAtlas` method would fail if a `Texture` instance was given as the second parameter, throwing a `Cannot read property 'key' of null` (thanks @1DAfT)
*`DynamicTexture.preDestroy` was never called, leading to an accumulation of framebuffers in memory. This method has now been renamed to `destroy` and cleans all references correctly.
* If you gave the `width` or `height` in the Game Config object as a string it would multiply the value given by the parent size, often leading to a huge game canvas, or causing WebGL errors as it tried to create a texture larger than the GPU could handle. This has now been strengthened. If you give a string with a % at the end, it works as before, i.e. `"100%"` or `"50%"` to set the scale based on the parent. If you don't include the %, or use another unit, such as `"800px"` it will now be treated as a fixed value, not a percentage.
* The `ParticleEmitterWebGLRenderer` has been refactored so that the `particle.frame` is used as the source of the `glTexture` used in the batch and also if a new texture unit is required. This fixes issues where a Particle Emitter would fail to use the correct frame from a multi-atlas texture. Fix #6515 (thanks @Demeno)
*`StaticBody.setSize` will now check to see if the body has a Game Object or not, and only call `getCenter` and the frame sizes if it has. This fixes a bug where calling `physics.add.staticBody` would throw an error if you provided a width and height. Fix #6630 (thanks @Legend-Master)
* The `DynamicTexture.fill` method will now correctly draw the fill rectangle if the `width` and `height` are provided in WebGL, where-as before it would assume the y axis started from the bottom-left instead of top-left. Fix #6615 (thanks @rexrainbow)
* Calling the `Line.setLineWidth` method on the Line Shape Game Object would result in a line with double the thickness it should have had in WebGL. In Canvas it was the correct width. Both renderers now match. Fix #6604 (thanks @AlvaroNeuronup)
* The `DynamicTexture` was leaking memory by leaving a WebGLTexture in memory when its `setSize` method was called. This happens automatically on instantiation, meaning that if you created DynamicTextures and then destroyed them frequently, memory would continue to increase (thanks David)
*`DynamicTexture.width` and `height` were missing from the class definition, even though they were set and used internally. They're now exposed as read-only properties.
* The `BitmapMask` wouldn't correctly set the gl viewport when binding, which caused the mask to distort in games where the canvas resizes from its default. Fix #6527 (thanks @rexrainbow)
* The `Geom.Intersects.GetLineToPoints` function has been fixed to correct an oversight where the for loop prevented an intersection test between the given line and the line segment between the first and last point. Fix #6467 (thanks @Trissolo@Abspirit)
* The `MultiAtlas` File Loader didn't prepend the `Loader.prefix` if set. This now forms part of the key, leading to the correct keys used for the Texture Manager. Fix #6614 (thanks @machineman1357)
* There was an issue when loading Normal Maps with Sprite Sheets. Often, if the normal map image completed loading before the sprite sheet, it would cause it to be incorrectly added to the Texture Manager, resulting in broken frames. Now, regardless of the load order, the sprite sheet is added with its normal map correctly together. Fix #6491 (thanks @dreasgrech@PaulB-H @samme)
* The `TextureSource.setFilter` method will now check to see if `renderer` is defined before accessing its `gl` property. This avoids Phaser crashing if you're in headless mode and set anti-aliasing to false in the game config. Fix #6663 (thanks @moufmouf)
## 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: