* When defining the `renderTargets` in a WebGL Pipeline config, you can now set optional `width` and `height` properties, which will create a Render Target of that exact size, ignoring the `scale` value (if also given).
*`WebGLPipeline.isSpriteFX` is a new boolean property that defines if the pipeline is a Sprite FX Pipeline, or not. The default is `false`.
*`GameObjects.Components.FX` is a new component that provides access to FX specific propertis and methods. The Image and Sprite Game Objects have this component by default.
*`fxPadding` and its related method `setFXPadding` allow you to set extra padding to be added to the texture the Game Object renders with. This is especially useful for Sprite FX shaders that modify the sprite beyond its bounds, such as glow or shadow effects.
* The `WebGLPipeline.setShader` method has a new optional parameter `buffer` that allows you to set the vertex buffer to be bound before the shader is activated.
* The `WebGLPipeline.setVertexBuffer` method has a new optional parameter `buffer` that allows you to set the vertex buffer to be bound if you don't want to bind the default one.
* The `WebGLRenderer.createTextureFromSource` method has a new optional boolean parameter `forceClamp` that will for the clamp wrapping mode even if the texture is a power-of-two.
*`RenderTarget` will now automatically set the wrapping mode to clamp.
*`PipelineManager.renderTargets` is a new property that holds an array of `RenderTarget` objects that all `SpriteFX` pipelines can share, to keep texture memory as low as possible.
*`PipelineManager.maxDimension` is a new property that holds the largest possible target dimension.
*`PipelineManager.frameInc` is a new property that holds the amount the `RenderTarget`s will increase in size in each iteration. The default value is 32, meaning it will create targets of size 32, 64, 96, etc. You can control this via the pipeline config object.
*`PipelineManager.targetIndex` is a new property that holds the internal target array offset index. Treat it as read-only.
* The Pipeline Manager will now create a bunch of `RenderTarget` objects during its `boot` method. These are sized incrementally from 32px and up (use the `frameInc` value to alter this). These targets are shared by all Sprite FX Pipelines.
*`PipelineManager.getRenderTarget` is a new method that will return the a `RenderTarget` that best fits the dimensions given. This is typically called by Sprite FX Pipelines, rather than directly.
*`PipelineManager.getSwapRenderTarget` is a new method that will return a 'swap' `RenderTarget` that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.
*`PipelineManager.getAltSwapRenderTarget` is a new method that will return a 'alternative swap' `RenderTarget` that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.
Phaser 3.60 contains support for Compressed Textures. It can parse both KTX and PVR containers and within those has support for the following formats: ETC, ETC1, ATC, ASTC, BPTC, RGTC, PVRTC, S3TC and S3TCSRB. Compressed Textures differ from normal textures in that their structure is optimized for fast GPU data reads and lower memory consumption. Popular tools that can create compressed textures include PVRTexTool, ASTC Encoder and Texture Packer.
Compressed Textures are loaded using the new `this.load.texture` method, which takes a texture configuration object that maps the formats to the files. The browser will then download the first file in the object that it knows it can support. You can also provide Texture Atlas JSON data, or Multi Atlas JSON data, too, so you can use compressed texture atlases. Currently, Texture Packer is the best tool for creating these type of files.
*`TextureSoure.compressionAlgorithm` is now populated with the compression format used by the texture.
*`Types.Textures.CompressedTextureData` is the new compressed texture configuration object type.
*`TextureManager.addCompressedTexture` is a new method that will add a compressed texture, and optionally atlas data into the Texture Manager and return a `Texture` object than any Sprite can use.
*`Textures.Parsers.KTXParser` is a new parser for the KTX compression container format.
*`Textures.Parsers.PVRParser` is a new parser for the PVR compression container format.
* The `WebGLRenderer.compression` property now holds a more in-depth object containing supported compression formats.
* The `WebGLRenderer.createTextureFromSource` method now accepts the `CompressedTextureData` data objects and creates WebGL textures from them.
*`WebGLRenderer.getCompressedTextures` is a new method that will populate the `WebGLRenderer.compression` object and return its value. This is called automatically when the renderer boots.
*`WebGLRenderer.getCompressedTextureName` is a new method that will return a compressed texture format GLenum based on the given format.
* If you have a customised Multi Tint Pipeline fragment shader that uses the `%forloop%` declaration, you should update it to follow the new format defined in `Multi.frag`. This new shader uses a function called `getSampler` instead of the often massive if/else glsl blocks from before. Please see the shader code and update your own shaders accordingly.
* The `Multi.frag` shader now uses a `highp` precision instead of `mediump`.
* The `WebGL.Utils.checkShaderMax` function will no longer use a massive if/else glsl shader check and will instead rely on the value given in `gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS)`.
* The `WebGL.Utils.parseFragmentShaderMaxTextures` function no longer supports the `%forloop%` declaration.
* The internal WebGL Utils function `GenerateSrc` has been removed as it's no longer required internally.
*`ScaleManager.getViewPort` is a new method that will return a Rectangle geometry object that matches the visible area of the screen (thanks @rexrainbow)
* When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel)
*`GameObjects.Layer.addToDisplayList` and `removeFromDisplayList` are new methods that allows for you to now add a Layer as a child of another Layer. Fix #5799 (thanks @samme)
*`GameObjects.Video.loadURL` has a new optional 4th parameter `crossOrigin`. This allows you to specify a cross origin request type when loading the video cross-domain (thanks @rmartell)
* You can now set `loader.imageLoadType: "HTMLImageElement"` in your Game Configuration and the Phaser Loader will use an Image Tag to load all images, rather than XHR and a Blob object which is the default. This is a global setting, so all file types that use images, such as Atlas or Spritesheet, will be changed via this flag (thanks @hanzooo)
* You can now control the drawing offset of tiles in a Tileset using the new optional property `Tileset.tileOffset` (which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang@kainage)
* The `Tilemap.createFromObjects` method has been overhauled to support typed tiles from the Tiled Map Editor (https://doc.mapeditor.org/en/stable/manual/custom-properties/#typed-tiles). It will now also examine the Tileset to inherit properties based on the tile gid. It will also now attempt to use the same texture and frame as Tiled when creating the object (thanks @lackhand)
*`TweenManager.reset` is a new method that will take a tween, remove it from all internal arrays, then seek it back to its start and set it as being active.
* The `Video` config will now detect for `x-m4v` playback support for video formats and store it in the `Video.m4v` property. This is used automatically by the `VideoFile` file loader. Fix #5719 (thanks @patrickkeenan)
* The `KeyboardPlugin.removeKey` method has a new optional parameter `removeCapture`. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree)
* The `KeyboardPlugin.removeAllKeys` method has a new optional parameter `removeCapture`. This will remove any keyboard capture events for all of the Keys owned by the plugin.
*`WebGLShader.fragSrc` is a new property that holds the source of the fragment shader.
*`WebGLShader.vertSrc` is a new property that holds the source of the vertex shader.
*`WebGLShader#.createProgram` is a new method that will destroy and then re-create the shader program based on the given (or stored) vertex and fragment shader source.
*`WebGLShader.setBoolean` is a new method that allows you to set a boolean uniform on a shader.
*`WebGLPipeline.setBoolean` is a new method that allows you to set a boolean uniform on a shader.
The following are API-breaking, in that a new optional parameter has been inserted prior to the output parameter. If you use any of the following functions, please update your code:
* The `Geom.Intersects.GetLineToLine` method has a new optional parameter `isRay`. If `true` it will treat the first line parameter as a ray, if false, as a line segment (the default).
* The `Geom.Intersects.GetLineToPoints` method has a new optional parameter `isRay`. If `true` it will treat the line parameter as a ray, if false, as a line segment (the default).
* The `Geom.Intersects.GetLineToPolygon` method has a new optional parameter `isRay`. If `true` it will treat the line parameter as a ray, if false, as a line segment (the default).
*`Geom.Intersects.GetRaysFromPointToPolygon` uses the new `isRay` parameter to enable this function to work fully again.
*`MultiFile.pendingDestroy` is a new method that is called by the Loader Plugin and manages preparing the file for deletion. It also emits the `FILE_COMPLETE` and `FILE_KEY_COMPLETE` events, fixing a bug where `MultiFile` related files, such as an Atlas JSON or a Bitmap Font File, wouldn't emit the `filecomplete` events for the parent file, only for the sub-files. This means you can now listen for the file completion event for `multiatlas` files, among others.
*`MultiFile.destroy` is a new method that clears down all external references of the file, helping free-up resources.
*`File.addToCache` no longer calls `File.pendingDestroy`, instead this is now handled by the Loader Plugin.
* There is a new File constant `FILE_PENDING_DESTROY` which is used to ensure Files aren't flagged for destruction more than once.
* The `hitArea` parameter of the `GameObjects.Zone.setDropZone` method is now optional and if not given it will try to create a hit area based on the size of the Zone Game Object (thanks @rexrainbow)
* The `DOMElement.preUpdate` method has been removed. If you overrode this method, please now see `preRender` instead.
*`DOMElement.preRender` is a new method that will check parent visibility and improve its behavior, responding to the parent even if the Scene is paused or the element is inactive. Dom Elements are also no longer added to the Scene Update List. Fix #5816 (thanks @prakol16@samme)
* Previously, an Array Matrix would enforce it had more than 2 rows. This restriction has been removed, allowing you to define and rotate single-row array matrices (thanks @andriibarvynko)
*`Particle.fire` will now throw an error if the particle has no texture frame. This prevents an uncaught error later when the particle fails to render. Fix #5838 (thanks @samme@monteiz)
*`ParticleEmitterManager.setEmitterFrames` will now print out console warnings if an invalid texture frame is given, or if no texture frames were set. Fix #5838 (thanks @samme@monteiz)
*`SceneManager.stop` will now ignore the call if the Scene has already been shut down, avoiding potential problems with duplicate event handles. Fix #5826 (thanks @samme)
* Removed the `Tint` and `Flip` components from the `Camera` class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.
* A new `console.error` will be printed if the `File`, `MultiFile`, `JSONFile` or `XMLFile` fail to process or parse correctly, even if they manage to load. Fix #5862#5851 (thanks @samme@ubershmekel)
* The `ScriptFile` Loader File Type has a new optional parameter: `type`. This is a string that controls the type attribute of the `<script>` tag that is generated by the Loader. By default it is 'script', but you can change it to 'module' or any other valid type.
*`Scene.pause` will now check to see if the Scene is in either a RUNNING or CREATING state and throw a warning if not. You cannot pause non-running Scenes.
*`TouchManager.onTouchOver` and `onTouchOut` have been removed, along with all of their related event calls as they're not used by any browser any more.
*`TouchManager.isTop` is a new property, copied from the MouseManager, that retains if the window the touch is interacting with is the top one, or not.
* The `InputManager.onTouchMove` method will now check if the changed touch is over the canvas, or not, via the DOM `elementFromPoint` function. This means if the touch leaves the canvas, it will now trigger the `GAME_OUT` and `GAME_OVER` events, where-as before this would only happen for a Mouse. If the touch isn't over the canvas, no Pointer touch move happens, just like with the mouse. Fix #5592 (thanks @rexrainbow)
*`dispatchTweenEvent` would overwrite one of the callback's parameters. This fix ensures that `Tween.setCallback` now works consistently. Fix #5753 (thanks @andrei-pmbcn @samme)
* The context restore event handler is now turned off when a Game Object is destroyed. This helps avoid memory leakage from Text and TileSprite Game Objects, especially if you consistently destroy and recreate your Game instance in a single-page app (thanks @rollinsafary-inomma @rexrainbow@samme)
* When the device does not support WebGL, creating a game with the renderer type set to `Phaser.WEBGL` will now fail with an error. Previously, it would fall back to Canvas. Now it will not fall back to Canvas. If you require that feature, use the AUTO render type. Fix #5583 (thanks @samme)
* The `Tilemap.createFromObjects` method will now correctly place both tiles and other objects. Previously, it made the assumption that the origin was 0x1 for all objects, but Tiled only uses this for tiles and uses 0x0 for its other objects. It now handles both. Fix #5789 (thanks @samme)
* The `CanvasRenderer.snapshotCanvas` method used an incorrect reference to the canvas, causing the operation to fail. It will now snapshot a canvas correctly. Fix #5792#5448 (thanks @rollinsafary-inomma @samme@akeboshi1)
* The `Tilemap.tileToWorldY` method incorrectly had the parameter `tileX`. It will worked, but didn't make sense. It is now `tileY` (thanks @mayacoda)
* The `Tilemap.convertTilemapLayer` method would fail for _isometric tilemaps_ by not setting the physic body alignment properly. It will now call `getBounds` correctly, allowing for use on non-orthagonal maps. Fix #5764 (thanks @mayacoda)
* The `PluginManager.installScenePlugin` method will now check if the plugin is missing from the local keys array and add it back in, if it is (thanks @xiamidaxia)
* The Spine Plugin would not work with multiple instances of the same game on a single page. It now stores its renderer reference outside of the plugin, enabling this. Fix #5765 (thanks @xiamidaxia)
* In Arcade Physics, Group vs. self collisions would cause double collision callbacks due to the use of the quad tree. For this specific conditions, the quad tree is now skipped. Fix #5758 (thanks @samme)
* During a call to `GameObject.Shapes.Rectangle.setSize` it will now correctly update the Rectangle object's display origin and default hitArea (thanks @rexrainbow)
* The Arcade Physics Body will now recalculate its center after separation with a Tile in time for the values to be correct in the collision callbacks (thanks @samme)
* The `ParseTileLayers` function has been updated so that it no longer breaks when using a Tiled infinite map with empty chunks (thanks @jonnytest1)
* The `PutTileAt` function will now set the Tile dimensions from the source Tileset, fixing size related issues when placing tiles manually. Fix #5644 (thanks @moJiXiang@stuffisthings)
* The new `Tileset.tileOffset` property fixes an issue with drawing isometric tiles when an offset had been defined in the map data (thanks @moJiXiang)
* The `CameraManager.destroy` function will now remove the Scale Manager `RESIZE` event listener created as part of `boot`, where-as before it didn't clean it up, leading to gc issues. Fix #5791 (thanks @liuhongxuan23)
* With `roundPixels` set to true in the game or camera config, Sprites will no longer render at sub-pixel positions under CANVAS. Fix #5774 (thanks @samme)
* The Multi Pipeline now uses `highp float` precision by default, instead of `mediump`. This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix #5751#5659#5655 (thanks @actionmoon@DuncanPriebe@ddanushkin)
* The `Tilemaps.Tile.getBounds` method would take a `camera` parameter but then not pass it to the methods called internally, thus ignoring it. It now factors the camera into the returned Rectangle.
*`Tilemap.createFromObjects` has had the rendering of Tiled object layers on isometric maps fixed. Objects contained in object layers generated by Tiled use orthogonal positioning even when the map is isometric and this update accounts for that (thanks @lfarroco)
* Timers with very short delays (i.e. 1ms) would only run the callback at the speed of the frame update. It will now try and match the timer rate by iterating the calls per frame. Fix #5863 (thanks @rexrainbow)
* The `Text`, `TileSprite` and `RenderTexture` Game Objects would call the pre and post batch functions twice by mistake, potentially applying a post fx twice to them.
*`ScaleManager.getParentBounds` will now also check to see if the canvas bounds have changed x or y position, and if so return `true`, causing the Scale Manager to refresh all of its internal cached values. This fixes an issue where the canvas may have changed position on the page, but not its width or height, so a refresh wasn't triggered. Fix #5884 (thanks @jameswilddev)
* The `SceneManager.bootScene` method will now always call `LoaderPlugin.start`, even if there are no files in the queue. This means that the Loader will always dispatch its `START` and `COMPLETE` events, even if the queue is empty because the files are already cached. You can now rely on the `START` and `COMPLETE` events to be fired, regardless, using them safely in your preload scene. Fix #5877 (thanks @sipals)
* Calling `TimerEvent.reset` in the Timer callback would cause the timer to be added to the Clock's pending removal and insertion lists together, throwing an error. It will now not add to pending removal if the timer was reset. Fix #5887 (thanks @rexrainbow)
* Calling `ParticleEmitter.setScale` would set the `scaleY` property to `null`, causing calls to `setScaleY` to throw a runtime error. `scaleY` is now a required property across both the Particle and Emitter classes and all of the conditional checks for it have been removed (thanks ojg15)
* Calling `Tween.reset` when a tween was in a state of `PENDING_REMOVE` would cause it to fail to restart. It now restarts fully. Fix #4793 (thanks @spayton)
* The default `Tween._pausedState` has changed from `INIT` to `PENDING_ADD`. This fixes a bug where if you called `Tween.play` immediately after creating it, it would force the tween to freeze. Fix #5454 (thanks @michal-bures)
* If you start a `PathFollower` with a `to` value it will now tween and complete at that value, rather than the end of the path as before (thanks @samme)
*`Text` with RTL enabled wouldn't factor in the left / right padding correctly, causing the text to be cut off. It will now account for padding in the line width calculations. Fix #5830 (thanks @rexrainbow)
* The `Path.fromJSON` function would use the wrong name for a Quadratic Bezier curve class, meaning it would be skipped in the exported JSON. It's now included correctly (thanks @natureofcode)
* The `BitmapMask` shader has been recoded so it now works correctly if you mask a Game Object that has alpha set on it, or in its texture. Previously it would alpha the Game Object against black (thanks stever1388)
* When the Pointer moves out of the canvas and is released it would trigger `Uncaught TypeError: Cannot read properties of undefined (reading 'renderList')` if multiple children existed in the pointer-out array. Fix #5867#5699 (thanks @rexrainbow@lyger)
* The `InputPlugin.sortGameObjects` will now assign a value of 0 to any game object not in the render list, but still viable for input, such as an invisible object with `alwaysEnabled` set to true. This fixes an issue where non-render list objects would be skipped. Fix #5507 (thanks @EmilSV)
* The `GameObject.willRender` method will now factor in the parent `displayList`, if it has one, to the end result. This fixes issues like that where an invisible Layer will still process input events. Fix #5883 (thanks @rexrainbow)
*`InputPlugin.disable` will now also reset the drag state of the Game Object as well as remove it from all of the internal temporary arrays. This fixes issues where if you disabled a Game Object for input during an input event it would still remain in the temporary internal arrays. This method now also returns the Input Plugin, to match `enable`. Fix #5828 (thank @natureofcode@thewaver)
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
* Fixed an issue in `FillPathWebGL`, `IsoBoxWebGLRenderer` and `IsoTriangleWebGLRenderer` functions which caused the filled versions of most Shape Game Objects to pick-up the texture of the previous object on the display list. Fix #5720 (thanks @samme)
* The `GameObject.destroy` method has a new `fromScene` parameter, set automatically by Phaser. Fix #5716 (thanks @rexrainbow)
* The Game Object `DESTROY` event is now set the new `fromScene` boolean as the 2nd parameter, allowing you to determine what invoked the event (either user code or a Scene change). Fix #5716 (thanks @rexrainbow)
* Fixed an issue with the TypeScript defs not recognising the Game Object Config properly. Fix #5713 (thanks @vforsh)
* Fixed an issue in the `FillPathWebGL` function which caused the filled versions of the Arc, Circle, Ellipse, Polygon and Star Shapes to not render. Fix #5712 (thanks @rexrainbow)
* Fixed rendering parameters in `IsoBox` and `IsoTriangle` Game Objects that stopped them from rendering correctly.
* Added the missing `WebGLPipelineUniformsConfig` type def. Fix #5718 (thanks @PhaserEditor2D)
*`GameObjects.DOMElement.pointerEvents` is a new property that allows you to set the `pointerEvents` attribute on the DOM Element CSS. This is `auto` by default and should not be changed unless you know what you're doing.
*`Core.Config.domPointerEvents` is a new config property set via `dom: { pointerEvents }` within the Game Config that allows you to set the `pointerEvents` css attribute on the DOM Element container.
* The `RenderTexture.endDraw` method has a new optional boolean `erase` which allows you to draw all objects in the batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn.
* All of the methods from the `GraphicsPipeline` have now been merged with the `MultiPipeline`, these include `batchFillRect`, `batchFillTriangle`, `batchStrokeTriangle`, `batchFillPath`, `batchStrokePath` and `batchLine`. The Graphics Game Object and all of the Shape Game Objects have been updated to use the new Multi Pipeline. This means that drawing Sprites and Graphics / Shapes will all batch together again. Fix #5553#5500 (thanks @venarius@roberthook823)
* The `MeasureText` function, as used by Text Game Objects, has had its performance enhanced by removing a duplicate image data check and also now checks for metrics properties correctly (thanks @valadaptive)
*`WebGLShader.setUniform1` has a new optional boolean parameter `skipCheck` which will force the function to set the values without checking against the previously held ones.
*`WebGLShader.setUniform2` has a new optional boolean parameter `skipCheck` which will force the function to set the values without checking against the previously held ones.
*`WebGLShader.setUniform3` has a new optional boolean parameter `skipCheck` which will force the function to set the values without checking against the previously held ones.
*`WebGLShader.setUniform4` has a new optional boolean parameter `skipCheck` which will force the function to set the values without checking against the previously held ones.
* The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670 (thanks @telinc1)
* Have reverted all of the DOM Element CSS changes back to how they were in 3.52, causing both DOM Input and Phaser Input to work together properly again. Fix #5628 (thanks @sacharobarts)
* The `Mesh` Game Object would incorrectly cull faces if the Scene Camera scrolled. It now calculates the cull correctly, regardless of camera world position, zoom or rotation. Fix #5570 (thanks @hendrikras)
* Fixed an issue when loading audio files from a Phaser project wrapped in Capacitor native app shell on iOS (thanks @consolenaut)
* Video would not resume playing after regaining focus swapping from another browser tab. Fix #5377 (thanks @spayton)
* Container will now invoke `addToRenderList` before leaving the render method, fixing an issue with Container Input. Fix #5506 (thanks @vforsh@rexrainbow)
* The `Game.postBoot` callback was never being invoked due to an incorrect internal property setter. Fix #5689 (thanks @sebastianfast)
* The `Light` Game Object didn't set the shader uniforms correctly, causing it to appear to ignore image rotation with normal maps. Fix #5660 (thanks @sroboubi@telinc1)
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
*`Phaser.Math.Median` is a new function that will calculate the median of the given values. The values are sorted and the middle value is returned. In case of an even number of values, the average of the two middle values is returned (thanks @vforsh)
*`ScenePlugin.pluginKey` is a new string-based property, set by the `PluginManager` that contains the key of the plugin with the Scene Systems.
* When the Scene-owned Input Plugin is shutdown (i.e. via a call to `Scene.stop`) it will now _remove_ any `Key` objects that the plugin created, not just reset them. This is a quality-of-life breaking change from how it worked previously (thanks @veleek)
* Thanks to a TS Parser update by @krotovic the JSDocs can now define `@this` tags. Fix #4669.
* The `Scenes.Systems.install` method has been removed. It's no longer required and would throw an error if called. Fix #5580 (thanks @Trissolo)
* The `WebAudioSoundManager.onFocus` method will now test to see if the state of the `AudioContext` is `interrupted`, as happens on iOS when leaving the page, and then resumes the context. Fix #5390#5156#4790 (thanks @SBCGames@micsun-al @AdamXA)
* Adding a Game Object to a Container that already existed in another Container would leave a copy of it on the Display List. Fix #5618 (thanks Kromah @mariogarranz)
* BitmapText wouldn't render correctly with the Canvas Renderer when the texture came from a Texture Atlas. Fix #5545 (thanks @vforsh)
*#5504 had broken DOM Elements being able to be clicked due to an oversight of the DOM Container. DOM Elements now correctly pick-up the default pointer events handler. Fix #5594 (thanks @pizkaz)
* The `RGBToString` function will no longer return CSS strings with decimal places if the input contained them (thanks @neil-h)
* Objects added to a `SpineContainer` were also added to the base Display List, causing them to appear twice. Fix #5599 (thanks @spayton)
* When an Animation has `skipMissedFrames` set it will now bail out of the skip catch-up loop if any of the frames cause the animation to complete. Fix #5620 (thanks @fenrir1990@Aveyder)
* The `Spine Plugin` factory functions now use the local Scene Spine Plugin reference in order to create the objects, rather than the Scene belonging to the first instance of the plugin. This prevents errors when you have globally installed the Spine plugin, but then remove or destroy the first Scene using it (thanks stever1388 @samme)
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
* You can now run Phaser from within a Web Worker. You must use the `type: 'classic'` method and then use `importScripts('phaser.js')` within your workers, but it will no longer throw window errors and allows you access to lots of the core Phaser functions from Workers.
*`Scenes.Events.PRE_RENDER` is a new event fired after the display list is sorted and before the Scene is rendered (thanks @samme)
* You can now set the boolean `preserveDrawingBuffer` in the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set to `true` to retain them.
*`GameObjects.Shape.setDisplaySize` is a new method that helps setting the display width and height of a Shape object in a chainable way. Fix #5526 (thanks @samme)
*`Tilemaps.Parsers.Tiled.ParseTilesets` has been updated so it now retains the `type` field information that can be optionally specified within Tiled. This is useful when creating objects from tiles and tile variants (thanks @lackhand)
*`Tilemaps.Parsers.Tiled.ParseWangsets` is a new function that will parse the Wangset information from Tiled map data, if present, and retain it so you can access the data (thanks @lackhand)
*`WebGLPipeline.glReset` is a new boolean property that keeps track of when the GL Context was last reset by the Pipeline Manager. It then redirects calls to `bind` to `rebind` instead to restore the pipeline state.
*`GameObject.addToDisplayList` is a new method that allows you to add a Game Object to the given Display List. If no Display List is given, it will default to the Scene Display List. A Game Object can only exist on one Display List at any given time, but may move freely between them.
*`GameObject.addToUpdateList` is a new method that adds the Game Object to the Update List belonging to the Scene. When a Game Object is added to the Update List it will have its `preUpdate` method called every game frame.
*`GameObject.removeFromDisplayList` is a new method that removes the Game Object from the Display List it is currently on.
*`GameObject.removeFromUpdateList` is a new method that removes the Game Object from the Scenes Update List.
*`GameObject.destroy` will now call the new `removeFromDisplayList` and `removeFromUpdateList` methods.
*`DisplayList.addChildCallback` will now use the new `addToDisplayList` and `removeFromDisplayList` Game Object methods.
*`Container.addHandler` will now use the new `addToDisplayList` and `removeFromDisplayList` Game Object methods.
*`Layer.addChildCallback` and `removeChildCallback` will now use the new `addToDisplayList` and `removeFromDisplayList` Game Object methods.
*`Group` now listens for the `ADDED_TO_SCENE` and `REMOVED_FROM_SCENE` methods and adds and removes itself from the Update List accordingly.
*`Group.add` and `create` now uses the new `addToDisplayList` and `addToUpdateList` Game Object methods.
*`Group.remove` now uses the new `removeFromDisplayList` and `removeFromUpdateList` Game Object methods.
*`Group.destroy` has a new optional boolean parameter `removeFromScene`, which will remove all Group children from the Scene if specified.
* Phaser no longer includes the IE9 polyfills. All polyfills have been removed from the core builds and moved to their own specific version called `phaser-ie9`, which can be found in the `dist` folder.
* All of the Device functions will now check to see if Phaser is running inside of a Web Worker, or not. If it is, they will return early, avoiding trying to make calls to `window` or other elements not present within Workers.
* The Webpack loaders have been moved to dev dependencies to avoid peer issues during use of Phaser as a package (thanks @andrewstart)
* The `WebAudioSoundManager.createAudioContext` method is no longer private.
* The `WebAudioSoundManager.context` property is no longer private.
* The `WebAudioSoundManager.masterMuteNode` property is no longer private.
* The `WebAudioSoundManager.masterVolumeNode` property is no longer private.
* The `WebAudioSoundManager.destination` property is no longer private.
* The `WebAudioSound.audioBuffer` property is no longer private.
* The `WebAudioSound.source` property is no longer private.
* The `WebAudioSound.loopSource` property is no longer private.
* The `WebAudioSound.muteNode` property is no longer private.
* The `WebAudioSound.volumeNode` property is no longer private.
* The `WebAudioSound.pannerNode` property is no longer private.
* The `WebAudioSound.hasEnded` property is no longer private, but _is_ read only.
* The `WebAudioSound.hasLooped` property is no longer private, but _is_ read only.
* The `WebAudioSoundManager.createAudioContext` method will now use `webkitAudioContext` if defined in `window` (rather than using the polyfill) to handle audio on Safari.
* If a loaded JSON File fails to parse it will now issue a console warning along with the file key (thanks @samme)
* The Canvas Renderer will no longer run a `fillRect` if `clearBeforeRender` is `false` in the Game Config.
* The `LightsManager.addPointlight` method now has full JSDocs and the `attenuation` parameter.
*`LightPipeline.lightsActive` is a new boolean property that keeps track if the Lights Manager in a Scene is active, or not.
* The `LightPipeline` now only calls `batchSprite`, `batchTexture` and `batchTextureFrame` if the Scene Lights Manager is active. Fix #5522 (thanks @inmylo)
* The Tiled Parser has been updated so it now supports object properties defined in an array with name / type values (thanks @veleek)
*`LineCurve.getTangent` can now take an output vector to receive the tangent value (thanks @samme)
*`DOMElementCSSRenderer` no longer sets the `pointerEvents` style attribute to `auto`. This is the default value anyway and it now means you can override it from your code by setting the `pointer-events` attribute directly. Fix #5470 (thanks @hayatae@endel)
*`SceneManager.loadComplete` will no longer try to unlock the Sound Manager, preventing `AudioContext was not allowed to start` console warnings after each Scene finishes loading.
*`WebGLRenderer.deleteTexture` will now run `resetTextures(true)` first, incase the requested texture to be deleted is currently bound. Previously, it would delete the texture and then reset them.
* If `TextureSource.destroy` has a WebGL Texture it will tell the WebGL Renderer to reset the textures first, before deleting its texture.
*`Cameras.Controls.FixedKeyControl.minZoom` is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)
*`Cameras.Controls.FixedKeyControl.maxZoom` is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)
*`Cameras.Controls.SmoothedKeyControl.minZoom` is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)
*`Cameras.Controls.SmoothedKeyControl.maxZoom` is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)
* The `WebGLPipeline.rebind` method now accepts an optional parameter `currentShader`. If provided it will set the current shader to be this after the pipeline reset is complete.
* The `PipelineManager.rebind` method will now flag all pipelines as `glReset = true`, so they know to fully rebind the next time they are invoked.
*`BlitterWebGLRenderer` was calling an out-dated function `setRenderDepth` instead of `addToRenderList` (thanks Harm)
* When a loaded JSON file fails to parse, it's marked `FILE_ERRORED` and the Loader continues. Before this change the Loader would stall (thanks @samme)
*`Math.FromPercent` silently assumed the `min` parameter to be 0. It can now be any value, allowing you to generate percentages between `min` and `max` correctly (thanks @somechris)
* The Container and Zone Game Objects were not handling being added to the render list, causing them to fail input detection tests. Fix #5506#5508 (thanks @rexrainbow@vforsh@Nightspeller)
*`IsometricWorldToTileXY` was returning a tile incorrectly offset from the given coordinates. It now returns from the expected location (thanks @veleek)
*`DOMElementCSSRenderer` will now return early if `src.node` doesn't exist or is null, rather than trying to extract the `style` property from it. Fix #5566 (thanks @rattias)
* The BitmapMask will now check to see if `renderer` exists before trying to hook to its event emitter (thanks @mattjennings)
* TileSprite will now check to see if `renderer` exists before trying to restore itself during a context loss (thanks @mattjennings)
* A Texture will now check to see if `renderer` exists before resetting the WebGL textures (thanks @mattjennings)
* Destroying a Text Game Object when using the HEADLESS renderer would cause an `Uncaught TypeError`. Fix #5558 (thanks @mattjennings)
* The `Actions.PlayAnimation` arguments have been updated to match the new animation system introduced in Phaser 3.50. It will now take either a string-key, or a play animation configuration object, and the `startFrame` parameter has been replaced with `ignoreIfPlaying`. The function will also only call `play` if the Game Object has an animation component, meaning you can now supply this action with a mixed-content array without errors. Fix #5555 (thanks @xuxucode)
*`RenderTarget.resize` will now `Math.floor` the scaled width and height as well as ensure they're not <= 0 which causes `Framebuffer status: Incomplete Attachment` errors. Fix #5563#5478 (thanks @orjandh@venarius)
*`Matter.Components.Sleep.setToSleep` and `setAwake` were documented as returning `this`, however they didn't return anything. Both now `return this` correctly. Fix #5567 (thanks @micsun-al)
* The Particle position would be wrong when set to follow a Sprite using the Canvas Renderer. Fix #5457 (thanks @samme)
* Fixed a conditional bug in Arcade Physics `ProcessX` when Body2 is Immovable and Body1 is not.
* The Spine Plugin would throw an error while unloading and restarting the game. Fix #5477 (thanks @ayamomiji@Pong420)
* The Spine Plugin would cause all textures to render as blue if a Spine object followed any Game Object using the Graphics Pipeline on the display list, due to the gl context restoration not being properly handled. Fix #5493#5449 (thanks @EmilSV@FloodGames)
* Spine Game Objects and Containers will now add themselves to the Camera render list, fixing issues where input didn't work if depth was used or they were overlapped with another interactive Game Object.
* Calling `Group.destroy` would cause a runtime error if `Group.runChildUpdate` had been set. Fix #5576 (thanks @samme)
* Moving a Sprite from a Container or Layer to the Scene would fail without first resetting the display list. Fix #5535 (thanks @malahaas@samme@tringcooler)
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
* The `getPostPipeline` method available on most Game Objects will now return an array of piplines if an instance is given and the Game Object has more than one of those pipelines set on it. If only one pipeline is set, it will be returned directly.
*`BaseCamera.renderList` is a new array that is populated with all Game Objects that the camera has rendered in the current frame. It is automatically cleared during `Camera.preUpdate` and is an accurate representation of the Game Objects the Camera rendered. It's used internally by the Input Plugin, but exposed should you wish to read the contents or use it for profiling.
*`BaseCamera.addToRenderList` is a new method that will add the given Game Object to the Cameras current render list.
* The `InputPlugin.sortGameObjects` method now uses the new Camera render list to work out the display index depths.
* The `InputPlugin.sortDropZones` method is a new method, based on the old `sortGameObjects` method that is used for sorting input enabled drop zones.
* The background color behind the game url in the banner is now transparent, so it looks correct with dark dev tools themes (thanks @kainage)
*`WebAudioSound.destroy` now checks to see if `pannerNode` exists before disabling it, preventing an error in Safari (thanks @jdcook)
* Fixed the cause of `Uncaught TypeError: Cannot read property 'getIndex' of null` by checking the display list property securely. Fix #5489 (thanks @actionmoon)
* Fixed an issue where adding input-enabled Game Objects to a Layer would have the input system ignore their depth settings. Fix #5483 (thanks @pr4xx)
* The method `TilemapLayer.weightedRandomize` has changed so that the parameter `weightedIndexes` is now first in the method and is non-optional. Previously, it was the 5th parameter and incorrectly flagged as optional. This change was made to the docs but not the parameters, but now works according to the docs (thanks Fantasix)
* The Mesh `GenerateVerts` function was returning an object with the property `verts` instead of `vertices` as expected by the `Mesh.addVertices` method. It now returns the correct name (thanks @lackhand)
*`AtlasJSONFile` will now call `File.pendingDestroy`, clearing up the resources it used during load and emitting a missing `FILE_COMPLETE` event. Fix #5495 (thanks @mikuso)
*`AtlasJSONFile`, `AtlasXMLFile`, `BitmapFontFile` and `UnityAtlasFile` will now call `File.pendingDestroy`, clearing up the resources it used during load and emiting a missing `FILE_COMPLETE` event. Fix #5495 (thanks @mikuso)
* Some Bitmap Text fonts were not rendering under Canvas due to the way in which the texture offset was calculated. It now uses the `__BASE` frame to get the texture offset, rather than the first frame in the set. Fix #5462#5501 (thanks @monteiz@DPMakerQB)
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
*`WebGLRenderer.isTextureClean` is a new boolean property that tracks of all of the multi-textures are in a clean 'default' state, to avoid lots of gl texture binds and activations during a Scene restart or destruction process.
*`GameObject.removePostPipeline` would previously only remove a single pipeline instance. Calling the method with a class will now clear all instances of the pipeline class from the Game Object (thanks @rexrainbow)
*`Layer.destroy` will now call `destroy` on all of its children as well.
* The `Layer` Game Object has been given all of the missing properties and methods from Game Object to make the class shapes identical. This includes the properties `parentContainer`, `tabIndex`, `input` and `body`. You cannot set any of these properties, they are ignored by the Layer itself. It also includes the methods: `setInteractive`, `disableInteractive` and `removeInteractive`. A Layer cannot be enabled for input or have a physics body. Fix #5459 (thanks @PhaserEditor2D)
*`Layer.getIndexList` is a new method, taken from the Game Object, that will return the index of the Layer in the display list, factoring in any parents.
* On some keyboards it was possible for the `keyup` event to not fire because it was filtered out by the Keyboard Plugin repeat key check. Fix #5472 (thanks @cjw6k)
* Fixed issue causing `Cannot read property 'pipelines' of null` to be thrown if using 3.50 with the HEADLESS renderer. Fix #5468 (thanks @Grenagar)
* Canvas Tilemap Rendering is now working again. Fix #5480 (thanks @marshmn)
*`Layer.destroy` will now emit the `DESTROY` event at the start of the method. Fix #5466 (thanks @samme)
* The error `RENDER WARNING: there is no texture bound to the unit ...` would be thrown when trying to restart a Scene. When a Scene is shutdown is will now reset the WebGL Texture cache. Fix #5464 (thanks @ffx0s)
* The error `RENDER WARNING: there is no texture bound to the unit ...` would be thrown when destroying a Text Game Object, or any Game Object that uses its own custom texture. Destroying such an object will now reset the WebGL Texture cache. Fix #5464 (thanks @mark-rushakoff)
* When using an asset pack with a prefix, and loading a Spine file, the prefix was being appended twice causing the texture to fail loading. It's now appended correctly (thanks @jdcook)
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
* The new Web Audio Panning feature breaks WebAudio on Safari (OSX and iOS). The stereo panner node is now only created if supported. Fix #5460 (thanks @d4rkforce)