A Game Object couldn't have a blend mode of SKIP_TEST set by using the getter or the setBlendMode method.

This commit is contained in:
Richard Davey 2018-08-21 21:54:38 +01:00
parent 502b66bcac
commit 01290afda9
2 changed files with 2 additions and 1 deletions

View file

@ -208,6 +208,7 @@ Setting the `resolution` property in the Game Config to a value other than 1 wou
* The Tilemap Culling function now uses the Tilemap tile dimensions for its bounds calculations, instead of the layer tile sizes, as they two don't have to match and it's the underlying grid size that takes precedence when calculating visible tiles. Fix #3893 (thanks @Zax37)
* The Arcade Physics `Body.speed` property is now set whenever you set the velocity via `setVelocity` or `setVelocityX` or `setVelocityY` which stops the body velocity being reset to zero if `useDamping` is enabled. Fix #3888 (thanks @samme)
* The `getPixelAlpha` method in the Texture Manager wasn't using the correct frame name. This is now passed in correctly. Fix #3937 (thanks @goldfire)
* A Game Object couldn't have a blend mode of `SKIP_TEST` set by using the getter or the `setBlendMode` method.
### Examples, Documentation and TypeScript

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@ -67,7 +67,7 @@ var BlendMode = {
value |= 0;
if (value >= 0)
if (value >= -1)
{
this._blendMode = value;
}