Update CHANGELOG-v3.80.md

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Robert Kowalski 2024-02-20 14:54:12 -05:00 committed by GitHub
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@ -68,7 +68,8 @@ The Phaser Input and related classes have been updated to be more consistent wit
* `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. (thanks @dhashvir)
* The `NineSlice` Game Object method `setSize` now recalculates its origin by calling the `updateDisplayOrigin` method. Fix #6713 (thanks @dhashvir)
* The `NineSlice` Game Object method no longer defaults origin to `0.5`. Fix #6655 (thanks @michalfialadev)
* When a `Layer` Game Object is destroyed, i.e. from changing or restarting a Scene, it will no longer cause an error when trying to destroy the children on its display list. Fix #6675 (thanks @crockergd @gm0nk)
* `DynamicTexture` will now automatically call `setSize(width, height)` for both WebGL and Canvas. Previously it only did it for WebGL. This fixes an issue where DynamicTextures in Canvas mode would have a width and height of -1. Fix #6682 (thanks @samme)
* `DynamicTexture.setSize` will now check to see if the `glTexture` bound to the current frame is stale, and if so, destroy it before binding the one from the Render Target. This fixes an issue where constantly destroying and creating Dynamic Textures would cause a memory leak in WebGL. Fix #6669 (thanks @DavidTalevski)