Update CHANGELOG.md

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Richard Davey 2020-02-04 12:05:24 +00:00
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### Bug Fixes
* The conditional checking if the `PathFollower` was at the end of the path or not was incorrect (thanks @samme)
* Creating an `Arcade Physics Body` from a scaled Game Object would use the un-scaled dimensions for the body. They now use the scaled dimensions. This may be a breaking change in some games, so please be aware of it (thanks @samme)
* Creating an `Arcade Physics Static Body` from a scaled Game Object would use the un-scaled dimensions for the body. They now use the scaled dimensions. This may be a breaking change in some games, so please be aware of it (thanks @samme)
* The `Arcade Physics Static Body` center was incorrect after construction. Probably caused problems with circle collisions. Fix #4770 (thanks @samme)
* An Arcade Physics Body `center` and `position` are now correct after construction and before preUpdate(), for any Game Object origin or scale (thanks @samme)
* When calling `Body.setSize` with the `center` parameter as `true` the calculated offset would be incorrect for scaled Game Objects. The offset now takes scaling into consideration (thanks @samme)
### Examples, Documentation and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
@JasonHK
@JasonHK @supertommy
### Deprecated
The following features have been deprecated and will be removed in _the next_ version:
* Impact Physics will be removed completely and will no longer be a choice of physics system.
* The Light Pipeline and associated components will be removed. This feature was never properly finished and adds too much redundant, non-optional code into the core API. The ability to load normal maps alongside textures will _remain_, for use in your own lighting shaders, which gives you far more control over the final effect.
## Version 3.22 - Kohaku - January 15th 2020