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Update CHANGELOG.md
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* `BitmapMask.scene` is a new property that allows the Bitmap Mask to reference the Scene it was created in.
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* The `DOMElement.preUpdate` method has been removed. If you overrode this method, please now see `preRender` instead.
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* `DOMElement.preRender` is a new method that will check parent visibility and improve its behavior, responding to the parent even if the Scene is paused or the element is inactive. Dom Elements are also no longer added to the Scene Update List. Fix #5816 (thanks @prakol16 @samme)
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*
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### Bug Fixes
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* When the device does not support WebGL, creating a game with the renderer type set to `Phaser.WEBGL` will now fail with an error. Previously, it would fall back to Canvas. Now it will not fall back to Canvas. If you require that feature, use the AUTO render type. Fix #5583 (thanks @samme)
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* The `Tilemap.createFromObjects` method will now correctly place both tiles and other objects. Previously, it made the assumption that the origin was 0x1 for all objects, but Tiled only uses this for tiles and uses 0x0 for its other objects. It now handles both. Fix #5789 (thanks @samme)
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* The `CanvasRenderer.snapshotCanvas` method used an incorrect reference to the canvas, causing the operation to fail. It will now snapshot a canvas correctly. Fix #5792 (thanks @rollinsafary-inomma @samme)
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* The `Tilemap.tileToWorldY` method incorrectly had the parameter `tileX`. It will worked, but didn't make sense. It is now `tileY` (thanks @mayacoda)
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* The `Tilemap.convertTilemapLayer` method would fail for _isometric tilemaps_ by not setting the physic body alignment properly. It will now call `getBounds` correctly, allowing for use on non-orthagonal maps. Fix #5764 (thanks @mayacoda)
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### Examples, Documentation and TypeScript
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