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Update CHANGELOG.md
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* The `showAd` method will now emit the `adsnotloaded` event, if there are no ads loaded matching the given Placement ID.
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* The `showVideo` method will now emit the `adsnotloaded` event, if there are no ads loaded matching the given Placement ID.
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* Showing an ad will emit the `adfinished` event when the ad is closed, previously this event was called `showad` but the new name better reflects what has happened.
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* The Facebook Plugin is now available in the `Phaser.Scene` class template under the `facebook` property (thanks @bryanwood)
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### Keyboard Input - New Features
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* The Rectangle Shape object wouldn't render if it didn't have a stroke, or any other objects on the display list (thanks mliko)
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* When using a font string instead of setting `fontFamily`, `fontSize` and `fontStyle` in either `Text.setStyle` or `setFont`, the style properties wouldn't get set. This isn't a problem while creating the text object, only if modifying it later (thanks @DotTheGreat)
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* `Text.toJSON` wasn't saving the font style when using the "font" shorthand to create it. It now saves it correctly. Fix #4141 (thanks @divillysausages)
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* Disabling camera bounds and then moving the camera to an area in a Tilemap that did not have any tile information would throw an `Uncaught Reference error` as it tried to access tiles that did not exist (thanks @Siyalatas)
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* Fixed an issue where Sprite Sheets being extracted from a texture atlas would fail if the sheet was either just a single column or single row of sprites. Fix #4096 (thanks @Cirras)
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* If you created an Arcade Physics Group without passing a configuration object, and passing an array of non-standard children, it would throw a classType runtime error. It now creates a default config object correctly (thanks @pierpo)
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* The Canvas `SetTransform` method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera.
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* `Utils.Array.MoveUp` wouldn't let you move an array element to the top-most index in the array. This also impacted `Container.moveUp`.
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* The Texture Tint Pipeline had a logic error that would cause every 2001st quad to either be invisible, or pick-up the texture of the 2000th quad by mistake. The `batchQuad` and `batchTri` methods how handle re-assigning the batch texture if they cause a batch flush as part of their process.
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* Rotating Sprites that used a Normal Map wouldn't rotate the normal map with it, causing the lighting effects to become irregular. The normal map vectors are now rotated correctly (thanks @sercant for the PR and @fazzamatazz and @ysraelJMM for the report)
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### Examples and TypeScript
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Thanks to the following for helping with the Phaser 3 Examples and TypeScript definitions, either by reporting errors, or even better, fixing them:
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@guilhermehto @samvieten @darkwebdev @RoryO @snowbillr @slothyrulez
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@guilhermehto @samvieten @darkwebdev @RoryO @snowbillr @slothyrulez @bryanwood @jestarray @matosummer @tfelix
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### Phaser Doc Jam
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