Update CHANGELOG-v3.85.md

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Richard Davey 2024-08-06 23:44:28 +01:00
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@ -85,7 +85,7 @@ In this release we have removed the shader uniform and branching and also made `
* Resolved an issue in `BitmapText` where an extra empty line was added when `setMaxWidth` was called, and the width of the line was less than a word. Previously, `yAdvance` was incorrectly incremented by `lineHeight + lineSpacing` for each word, leading to an unintended increase in vertical space. The correction now calculates `yAdvance` based on the `currentLine` index, ensuring that vertical spacing accurately reflects the number of lines. Fix #6807 (thanks @AlvaroNeuronup)
* Resolved an issue in `BitmapText` where adding a space character `' '` at the end of a line caused the following line of to ignore line wrapping when using `setMaxWidth`. Fix #6860 (thanks @bagyoni)
* The `Matrix4.lookAtRH` method would fail because it called two missing Vector3 methods.
* The `RenderTarget` will now automatically listen for the Renderer resize event if `autoResize` is true. This fixes an issue with Bitmap Masks where they wouldn't resize if the renderer resized. Fix #6769 (thanks @pavels)
* The `RenderTarget` will now automatically listen for the Renderer resize event if `autoResize` is true. This fixes an issue with Bitmap Masks where they wouldn't resize if the renderer resized. Fix #6769 #6794 (thanks @pavels @seansps)
* The `Texture.getFrameBounds` method will now include the BASE texture in its calculations. This prevents it from returning a size of Infinity. This fixes an issue where a Tileset with margin/spacing loaded via `load.spritesheet` instead of `load.image` would have its margin and spacing ignored. Fix #6823 (thanks @damian-pastorini)
* 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)