From c3581595c7cc57dfa7b670d81d9adf7eef4f9c68 Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Fri, 11 Oct 2024 00:41:47 +0100 Subject: [PATCH] Update CHANGELOG-v3.86.md --- changelog/3.86/CHANGELOG-v3.86.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/changelog/3.86/CHANGELOG-v3.86.md b/changelog/3.86/CHANGELOG-v3.86.md index 5b6db79c3..99a002b56 100644 --- a/changelog/3.86/CHANGELOG-v3.86.md +++ b/changelog/3.86/CHANGELOG-v3.86.md @@ -4,9 +4,11 @@ * `RenderTarget.init` is a new method that will create the underlying framebuffer and texture for a Render Target. This is called in the constructor only, avoiding the need to call the `resize` method. * `Phaser.GameObjects.Container#tempTransformMatrix` has been removed. This was an internal private Transform Matrix. It has been replaced by a global single matrix that is used instead. This removes the need for every Container to have its own instance of this temporary matrix, reducing object allocation and memory overhead. +* `BaseCamera.renderRoundPixels` is a new read-only property that is set during the Camera `preRender` method every frame. It is true if the Camera is set to render round pixels and the zoom values are integers, otherwise it is false. This is then fed into the MultiPipeline when rendering sprites and textures. ## Bug Fixes +* The Canvas Renderer and WebGL Multi Pipeline now uses the new `renderRoundPixels` boolean to determine if it can render a Sprite or a Texture with rounded position values, or not. This fixes an issue where black lines would appear between tightly grouped sprites or tiles at non-integer Camera zoom values. Fix #6907 (thanks @MarcJamesIO) * `RenderTarget.resize` will now check the `autoResize` property before applying the change. Textures that have been locked to a fixed size, such as FX POT buffers, will no longer be resized to the full canvas dimensions, causing Out of Memory errors on some mobile devices. Fix #6914 (thanks @mikaleerhart @DavidTalevski) * The `Array.MoveAbove` function didn't recalculate the baseIndex after the splice, meaning the item would end up in the wrong location. * The `HexagonalTileToWorldXY` function incorrectly used `this` instead of `layer` causing it to error in hex tilemaps with x axis staggering. Fix #6913 (thanks @jummy123)