diff --git a/CHANGELOG.md b/CHANGELOG.md index 32457d734..8bca9e607 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -97,6 +97,7 @@ Development of this feature was kindly sponsored by Club Penguin Rewritten (http * Timers with very short delays (i.e. 1ms) would only run the callback at the speed of the frame update. It will now try and match the timer rate by iterating the calls per frame. Fix #5863 (thanks @rexrainbow) * The `Text`, `TileSprite` and `RenderTexture` Game Objects would call the pre and post batch functions twice by mistake, potentially applying a post fx twice to them. * `ScaleManager.getParentBounds` will now also check to see if the canvas bounds have changed x or y position, and if so return `true`, causing the Scale Manager to refresh all of its internal cached values. This fixes an issue where the canvas may have changed position on the page, but not its width or height, so a refresh wasn't triggered. Fix #5884 (thanks @jameswilddev) +* The `SceneManager.bootScene` method will now always call `LoaderPlugin.start`, even if there are no files in the queue. This means that the Loader will always dispatch its `START` and `COMPLETE` events, even if the queue is empty because the files are already cached. You can now rely on the `START` and `COMPLETE` events to be fired, regardless, using them safely in your preload scene. Fix #5877 (thanks @sipals) ### Examples, Documentation and TypeScript