From 24837c43122fe1dc181d505d486c80127b2408d8 Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Fri, 12 Oct 2018 18:32:42 +0100 Subject: [PATCH] Updated log --- CHANGELOG.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index c7fa5b9b7..a6f61a585 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -6,6 +6,8 @@ * You can now set the `maxLights` value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081 (thanks @FrancescoNegri) * `Rectangle.SameDimensions` determines if the two objects (either Rectangles or Rectangle-like) have the same width and height values under strict equality. +* An ArcadePhysics Group can now pass `{ enable: false }`` in its config to disable all the member bodies (thanks @samme) +* `Body.setEnable` is a new chainable method that allows you to toggle the enable state of an Arcade Physics Body (thanks @samme) ### Updates @@ -24,6 +26,7 @@ * If you set `pixelArt` to true in your game config (or `antialias` to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas. * TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085 (thanks @DotTheGreat) * The Particle Emitter Manager has been given a NOOP method called `setBlendMode` to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083 (thanks @maximtsai) +* The `game.context` property would be incorrectly set to `null` after the WebGLRenderer instance was created (thanks @samme) ### Examples and TypeScript