From 1d5ff625b2dee55d08c72620266e2c45778ccf74 Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Thu, 2 Jun 2016 22:45:35 +0100 Subject: [PATCH] Docs update. --- README.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/README.md b/README.md index 70d9b30b8..6c2a346eb 100644 --- a/README.md +++ b/README.md @@ -352,6 +352,9 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/ * The mobile template has been updated (thanks @cryptographer #2518) * Video.onComplete wouldn't fire on iOS if the user hit the 'Done' button before the video had finished playing. It now uses the `webkitendfullscreen` event to detect this, and dispatches the `onComplete` signal should that event fire (thanks @kelu-smiley #2498) * Sound.addMarker now has a default value for the `duration` argument (1 second) to avoid the DOM Exception 11 error if you accidentally miss it out (thanks @mari8i #2508) +* Removed the `Stage.updateTransform` calls from the main game loop, because it happens automatically as part of `Game.updateLogic` anyway, so was duplicating the workload for no reason. +* TilemapLayer.postUpdate could potentially be called several times per frame (depending on device frame rate), which would cause multiple texture redraws, even though only the last texture is used during rendering. This has now been modified so that the local TilemapLayer canvas is only re-rendered once per frame, during the rendering phase, and not during the logic update phase. +* Stage has had all of its core update loops modified, so they now iterate through the display list forwards, instead of in reverse. Stage.postUpdate is now also a lot smaller, with no conditional branching if there is a Camera Target or not. ### Bug Fixes