Tween.updateTo would break out of the TweenData iteration as soon as it adjusted the first matching key, causing tweens acting on multiple targets to only update the first target. It now updates them all. Fix #4763

This commit is contained in:
Richard Davey 2019-09-26 12:46:55 +01:00
parent 719c2322ad
commit 107bccf105
2 changed files with 1 additions and 2 deletions

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@ -26,6 +26,7 @@
* `MatterPhysics.shutdown` could try to access properties that may have been previously removed during the Game.destroy process, causing a console error. It now checks properties before removing events from them (thanks @nagyv)
* `ArcadePhysics.Body.hitTest` would use CircleContains to do a hit test, which assumex x/y was the Circle center, but for a Body it's the top-left, causing the hit test to be off. Fix #4748 (thanks @funnisimo)
* `ArcadePhysics.World.separateCircle` has had the velocity scaling moved to after the angle is calculated, fixing a weird collision issue when `Body.bounce=0`. Also, if both bodies are movable, they now only offset by half the offset and use the center of the body for angle calculation, allowing for any offsets to be included. Fix #4751 (thanks @funnisimo)
* `Tween.updateTo` would break out of the TweenData iteration as soon as it adjusted the first matching key, causing tweens acting on multiple targets to only update the first target. It now updates them all. Fix #4763 (thanks @RBrNx)
## Version 3.19.0 - Naofumi - 8th August 2019

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@ -459,8 +459,6 @@ var Tween = new Class({
{
tweenData.start = tweenData.current;
}
break;
}
}