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Update CHANGELOG-v3.61.md
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@ -40,7 +40,7 @@ The new collision categories are used automatically by either directly calling t
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* 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)
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* The WebGLRenderer will now validate that the `mipmapFilter` property in the Game Config is a valid mipmap before assigning it.
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* A small amount of unused code has been removed from the `Polygon.setTo` method (thanks @Trissolo)
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* The `WebGLRenderer.deleteFramebuffer` method has been updated so it now tests for the exitennce of a COLOR and DEPTH_STENCIL attachments, and if found, removes the bindings and deletes the stencil buffer. The code that previously deelted the `RENDERERBUFFER_BINDING` has also been removed to avoid side-effects.
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* 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.
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* 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)
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* 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)
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* The `Text.dirty` Game Object property has been removed. It wasn't used internally at all, so was just adding confusion and using space.
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