Update CHANGELOG-v3.80.md

This commit is contained in:
Robert Kowalski 2024-02-21 17:10:00 -05:00 committed by GitHub
parent 143d1d9be9
commit 64416f986d
No known key found for this signature in database
GPG key ID: B5690EEEBB952194

View file

@ -64,16 +64,16 @@ The Phaser Input and related classes have been updated to be more consistent wit
# Updates
* The `TweenChainBuilder` was incorrectly setting the `persist` flag on the Chain to `true`, which goes against what the documentation says. It now correctly sets it to `false`. This means if you previously had a Tween Chain that was persisting, it will no longer do so, so add the property to regain the feature.
* The `dropped` argument has now been added to the documentation for the `DRAG_END` and `GAMEOBJECT_DRAG_END` events (thanks @samme)
* `Container.onChildDestroyed` is a new internal method used to destroy Container children. Previously, if you destroyed a Game Object in an exclusive Container, the game object would (momentarily) move onto the Scene display list and emit an ADDED_TO_SCENE event. Also, if you added a Sprite to a non-exclusive Container and stopped the Scene, you would get a TypeError (evaluating 'this.anims.destroy'). This happened because the fromChild argument in the DESTROY event was misinterpreted as destroyChild in the Container's remove(), and the Container was calling the Sprite's destroy() again (thanks @samme)
* The `dropped` argument has now been added to the documentation for the `DRAG_END` and `GAMEOBJECT_DRAG_END` events. (thanks @samme)
* `Container.onChildDestroyed` is a new internal method used to destroy Container children. Previously, if you destroyed a Game Object in an exclusive Container, the game object would (momentarily) move onto the Scene display list and emit an ADDED_TO_SCENE event. Also, if you added a Sprite to a non-exclusive Container and stopped the Scene, you would get a TypeError (evaluating 'this.anims.destroy'). This happened because the fromChild argument in the DESTROY event was misinterpreted as destroyChild in the Container's remove(), and the Container was calling the Sprite's destroy() again. (thanks @samme)
* The `Text` and `TileSprite` Game Objects now place their textures into the global `TextureManager` and a `_textureKey` private string property has been added which contains a UUID to reference that texture.
* The `Tilemaps.Components.WeightedRandomize` method now uses the Phaser `Math.RND.frac` method with a seed instead of the `Math.Random` static method (thanks @jorbascrumps)
* `Tilemaps.Components.IsometricCullTiles` does the `CheckIsoBounds` method check last when building the outputArray, as to help optimize in situations where the tile would not be visible anyway (thanks @zegenie)
* `Tilemaps.Components.WeightedRandomize` now uses the Phaser `Math.RND.frac` method with a seed instead the `Math.Random` static method (thanks @jorbascrumps)
* The `Tilemaps.Components.WeightedRandomize` method now uses the Phaser `Math.RND.frac` method with a seed instead of the `Math.Random` static method. (thanks @jorbascrumps)
* `Tilemaps.Components.IsometricCullTiles` does the `CheckIsoBounds` method check last when building the outputArray, as to help optimize in situations where the tile would not be visible anyway. (thanks @zegenie)
* `Tilemaps.Components.WeightedRandomize` now uses the Phaser `Math.RND.frac` method with a seed instead the `Math.Random` static method. (thanks @jorbascrumps)
* The `Layer` Game Object has had its `removeAll`, `remove` and `add` methods removed. These methods are all still available via the `List` class that Layer inherits, but the `destroyChild` parameters are no longer available.
* The `Renderer.Canvas` and `Renderer.WebGL` will now only be included in the build file if the corresponding feature flags `CANVAS_RENDERER` and/or `WEBGL_RENDERER` are set to `true`. For Canvas only builds this saves a lot of space in the build (thanks @samme)
* The `Renderer.Canvas` and `Renderer.WebGL` will now only be included in the build file if the corresponding feature flags `CANVAS_RENDERER` and/or `WEBGL_RENDERER` are set to `true`. For Canvas only builds this saves a lot of space in the build. (thanks @samme)
* You can now specify an `autoResize` boolean in the `RenderTargetConfig` which is passed to the Render Targets when they are created by a pipeline.
* The `Actions` method `PlaceOnLine` now has an added `ease` parameter which accepts a string from the EaseMap or a custom ease function to allow for different distributions along a line (thanks @sB3p)
* The `Actions` method `PlaceOnLine` now has an added `ease` parameter which accepts a string from the EaseMap or a custom ease function to allow for different distributions along a line. (thanks @sB3p)
* The `XHRLoader` will now listen for `ontimeout` and if triggered it will hand over to the `File.onError` handler. This prevents the Loader from stalling if a file times out. Fix #6472 (thanks @343dev)
* `LightPipeline.currentNormalMap` was incorrectly documented as being a property of `WebGLRenderer`.
* The `Video` Game Object now emits a `metadata` event, which emits once the video metadata is available.
@ -86,7 +86,7 @@ The Phaser Input and related classes have been updated to be more consistent wit
# Bug Fixes
* `Factory.staticBody` had the wrong return type in the docs/TS defs. Fix #6693 (thanks @ddhaiby)
* `Factory.staticBody` had the wrong return type in the docs/TS defs. Fix #6693 (thanks @ddhaiby)
* The `Time.Timeline` class didn't show as extending the Event Emitter, or have `config` as an optional argument in the docs / TS defs. Fix #6673 (thanks @ghclark2)
* The `Animations.AnimationFrame` member `duration` is now the complete duration of the frame, which is a breaking change. Before this `Animations.AnimationState#msPerFrame` was combined with `Animations.AnimationFrame#duration` which wasn't intuitive. The fix to remove `Animations.AnimationState#msPerFrame` from `Animations.AnimationFrame#duration` has been removed from the `Animations.AnimationManager` method `createFromAseprite` because of this clarification. Fix #6712 (thanks @Nerodon @TomMalitz)
* The `NineSlice` Game Object method `setSize` now recalculates its origin by calling the `updateDisplayOrigin` method. Fix #6713 (thanks @dhashvir)
@ -99,7 +99,7 @@ The Phaser Input and related classes have been updated to be more consistent wit
* The `Physics.Matter.Factory` method `pointerConstraint` no longer returns an error when it can't find the camera. Fix #6684 (thanks @spritus)
* The `Physics.Arcade.StaticBody` method `reset` now re-applies `offset` values. Fix #6729 (thanks @samme)
* The `Video` Game Object now has a starting texture, which stops errors with accessing `frame` before the video loads the first frame. Fix #6475 (thanks @rexrainbow @JoeSiu)
* The `Device.Browser.safari` regular expression has been strenghtened so it now captures versions with double or triple periods in. Previously it would fail for `Version/17.2.1` due to the minor value (thanks watcher)
* The `Device.Browser.safari` regular expression has been strenghtened so it now captures versions with double or triple periods in. Previously it would fail for `Version/17.2.1` due to the minor value. (thanks watcher)
* The `Browser` Device class will no longer think that Chrome is Mobile Safari on iOS devices. Fix #6739 (thanks @michalfialadev)
* The `GameObjectCreator` method `container` now includes all children in the config, accessed via `Scene.make.container`. Fix #6743 (thanks @Fake)
* Tilemaps that have been created using Tiles taken from a Sprite Sheet embedded in a Texture Atlas (via `addSpriteSheetFromAtlas` and `Tilemap.addTilesetImage`) will now render correctly. Fix #6691 (thanks @Antriel)
@ -123,3 +123,4 @@ My thanks to the following for helping with the Phaser 3 Examples, Beta Testing,
@Stan-Stani
@stevenwithaph
@yaustar
@rexrainbow