From 176b085402355d7fab4c823ecead0b334b962726 Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Thu, 19 Apr 2018 13:28:10 +0100 Subject: [PATCH] jsdoc fix --- CHANGELOG.md | 1 + src/renderer/webgl/pipelines/ForwardDiffuseLightPipeline.js | 3 ++- src/renderer/webgl/pipelines/TextureTintPipeline.js | 2 ++ 3 files changed, 5 insertions(+), 1 deletion(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 6aa647f63..d8550486f 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -15,6 +15,7 @@ * Impact Physics Game Objects have changed `setFixed` to `setFixedCollision`. * Impact Physics Game Objects have changed `setActive` to `setActiveCollision`, previously the `setActive` collision method was overwriting the Game Objects `setActive` method, hence the renaming. * The modifications made to the RTree class in Phaser 3.4.0 to avoid CSP policy violations caused a significant performance hit once a substantial number of bodies were involved. We have recoded how the class deals with its accessor formats and returned to 3.3 level performance while still maintaining CSP policy adherence. Fix #3594 (thanks @16patsle) +* The Retro Font namespace has changed to `Phaser.GameObjects.RetroFont`. Previously, you would access the parser and constants via `BitmapText`, i.e.: `Phaser.GameObjects.BitmapText.ParseRetroFont.TEXT_SET6`. This has now changed to its own namespace, so the same line would be: `Phaser.GameObjects.RetroFont.TEXT_SET6`. The Parser is available via `Phaser.GameObjects.RetroFont.Parse`. This keeps things cleaner and also unbinds RetroFont from BitmapText, allowing you to cleanly exclude it from your build should you wish. All examples have been updated to reflect this. ### Bug Fixes diff --git a/src/renderer/webgl/pipelines/ForwardDiffuseLightPipeline.js b/src/renderer/webgl/pipelines/ForwardDiffuseLightPipeline.js index ebd7b3515..200a5f7c9 100644 --- a/src/renderer/webgl/pipelines/ForwardDiffuseLightPipeline.js +++ b/src/renderer/webgl/pipelines/ForwardDiffuseLightPipeline.js @@ -40,6 +40,7 @@ var ForwardDiffuseLightPipeline = new Class({ * [description] * * @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#onBind + * @override * @since 3.0.0 * * @return {Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline} [description] @@ -123,12 +124,12 @@ var ForwardDiffuseLightPipeline = new Class({ * [description] * * @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#drawStaticTilemapLayer + * @override * @since 3.0.0 * * @param {Phaser.Tilemaps.StaticTilemapLayer} tilemap - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - [description] - * */ drawStaticTilemapLayer: function (tilemap, camera, parentTransformMatrix) { diff --git a/src/renderer/webgl/pipelines/TextureTintPipeline.js b/src/renderer/webgl/pipelines/TextureTintPipeline.js index 5b89a1776..3fec29243 100644 --- a/src/renderer/webgl/pipelines/TextureTintPipeline.js +++ b/src/renderer/webgl/pipelines/TextureTintPipeline.js @@ -294,6 +294,7 @@ var TextureTintPipeline = new Class({ onBind: function () { WebGLPipeline.prototype.onBind.call(this); + this.mvpUpdate(); if (this.batches.length === 0) @@ -331,6 +332,7 @@ var TextureTintPipeline = new Class({ * * @param {Phaser.Tilemaps.StaticTilemapLayer} tilemap - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] + * @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - [description] */ drawStaticTilemapLayer: function (tilemap) {