The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002

This commit is contained in:
Richard Davey 2018-09-26 15:27:19 +01:00
parent e9417825f0
commit 94d21da3ca
2 changed files with 3 additions and 2 deletions

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@ -31,12 +31,14 @@
* The `Shape.Line` object was missing a `lineWidth` property unless you called the `setLineWidth` method, causing the line to not render in Canvas only. Fix #4068 (thanks @netgfx)
* All parts of Matter Body now have the `gameObject` property set correctly. Previously only the first part of the Body did.
* When using `MatterGameObject` and `fromVerts` as the shape type it wouldn't pass the values to `Bodies.fromVertices` because of a previous conditional. It now passes them over correctly and the body is only set if the result is valid.
* The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002 (thanks @jdotrjs)
### 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:
@shaneMLK
@wemyss
Arian Fornaris
cyantree
DannyT
@ -47,7 +49,6 @@ Peter Pedersen
Stephen Hamilton
STuFF
## Version 3.13.0 - Yuuki - 20th September 2018
### Facebook Instant Games Plugin

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@ -536,7 +536,7 @@ var StaticTilemapLayer = new Class({
if (!texCoords)
{
return;
return vOffset;
}
var u0 = texCoords.x / width;