Update CHANGELOG-v3.85.md

This commit is contained in:
Richard Davey 2024-08-25 21:53:45 +01:00
parent 59ce761140
commit b3ccae9d8a
No known key found for this signature in database

View file

@ -8,6 +8,7 @@
* Integrated `MatterCollisionEvents` plugin functionality directly into the `Matter.World` class to handle collisions more effectively. [More details here](MatterCollisionEvents.md).
* Updated `Matter.World` to improve the performance, accuracy, and reliability of the `update` method in handling physics simulations or animations. [More details here](MatterWorldUpdate.md).
* Fixed `Matter.World` bug where `group.length` returns `undefined`. Changed to `group.getLength()` to correctly return number of children in a group.
* Calling `Matter.World.pause` would stop the world updating, but the Runner `timeLastTick` wasn't reset when `resume` was called, causing all the bodies to advance. The time is now reset correctly. Fix #6892 (thanks @philipgriffin)
# Round Pixels
@ -55,7 +56,6 @@ The Loader now has a new feature called `maxRetries`. This specifies the number
* Added `Phaser.Loader.LoaderPlugin#removePack` method to `LoaderPlugin` that removes resources listed in an Asset Pack.(thanks @samme)
* When using `Scene.switch` you can now optionally specify a `data` argument, just like with Scene start, which will be passed along to the Scene that was switched to (thanks @wooseok123)
# WebGL Rendering Updates
* `WebGLTextureWrapper.update` expanded:
@ -137,6 +137,7 @@ The above flow is new in v3.85 and will catch a lot more strange edge-cases, whe
* If you used letter spacing on a `Text` Game Object, combined with stroke, the stroke would be mis-aligned. The stroke is now applied to the letter-spaced text as well (thanks @RomanFrom710)
* The `PreFXPipeline.batchQuad` method will now apply `Math.round` to the target bounds center point. This prevents sub-pixel values during the `copyTextSubImage2D` call, preventing sprites with pre-fx from appearing mis-aligned during camera pans. Fix #6879 (thanks @Antriel)
* If you had a sprite on the display list using the LightPipeline, followed by a Mesh using the LightPipeline, and you invalidated the mesh (i.e. by rotating it), it would cause a runtime error in the current batch. Fix #6822 (thanks @urueda)
* The Arcade Physics `processCallback` will now correctly handle non-Game Object physics bodies and pass them to the callback (thanks @ospira)
## Input Bug Fixes
@ -150,6 +151,7 @@ The above flow is new in v3.85 and will catch a lot more strange edge-cases, whe
Thanks to the following for helping with the Phaser Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@Andrek25
@AlbertMontagutCasero
@Antriel
@leha-games