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Update CHANGELOG.md
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@ -43,6 +43,7 @@ In combination these updates fix issues #4732 and #4672. My thanks to @BenjaminD
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* `GameConfig.antialiasGL` is a new boolean that allows you to set the `antialias` property of the WebGL context during creation, without impacting any subsequent textures or the canvas CSS.
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* `InteractiveObject.alwaysEnabled` is a new boolean that allows an interactive Game Object to always receive input events, even if it's invisible or won't render.
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* `Bob.setTint` is a new method that allows you to set the tint of a Bob object within a Blitter. This is then used by the Blitter WebGL Renderer (thanks @rexrainbow)
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* The `UpdateList` now emits two new events: 'add' and 'remove' when children are added and removed from it. Fix #3487 (thanks @hexus)
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### Updates
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@ -69,6 +70,11 @@ In combination these updates fix issues #4732 and #4672. My thanks to @BenjaminD
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* The Dynamic Tilemap Canvas Renderer will now respect the game config anti-alias / pixel art settings and render accordingly.
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* All Game Objects that use the Canvas Set Transform function (which is most of them) will aos now respect the game config anti-alias / pixel art settings and render accordingly. This means you can now have properly scaled Bitmap Text, Text, Sprites, Render Textures, etc when pixel art is enabled in your game. Fix #4701 (thanks @agar3s)
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* Containers are now able to set the alpha quadrant values (topLeft, topRight, bottomLeft and bottomRight) and have these passed onto children which are capable of supporting them, such as Sprites. Fix #4714 (thanks @MrcSnm)
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* The `ProcessQueue` struct now extends Event Emitter and will emit `PROCESS_QUEUE_ADD_EVENT` when a new item is added to it.
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* The `ProcessQueue` struct now extends Event Emitter and will emit `PROCESS_QUEUE_REMOVE_EVENT` when an item is removed from it.
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* `ProcessQueue.removeAll` is a new method that will remove all active entries from the queue.
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* `ProcessQueue.length` is a new property that returns the size of the active list.
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* `UpdateList` now extends the `ProcessQueue` struct and uses all of its methods for list management, instead of doing it directly. This means private properties such as `UpdateList._list` no longer exist. It also fixes an issue re: memory management where list items would remain until the end of a Scene. Fix #4721 (thanks @darkgod6)
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### Bug Fixes
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