From fd1ab35419f275fbaae18cbb1002d6136ce405aa Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Wed, 31 Jan 2024 19:35:13 +0000 Subject: [PATCH] Update CHANGELOG-v3.80.md --- changelog/3.80/CHANGELOG-v3.80.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/changelog/3.80/CHANGELOG-v3.80.md b/changelog/3.80/CHANGELOG-v3.80.md index 43b54909b..e4c0a5ee1 100644 --- a/changelog/3.80/CHANGELOG-v3.80.md +++ b/changelog/3.80/CHANGELOG-v3.80.md @@ -15,6 +15,8 @@ * `Tilemaps.Components.WeightedRandomize` now uses the Phaser `Math.RND.frac` method with a seed instead the `Math.Random` static method. (thanks @jorbascrumps) * The `Layer.removeAll`, `remove` and `add` methods have been removed. These methods are all still available via the `List` class that Layer inherits, but the `destroyChild` parameters are no longer available. * The `Renderer.Canvas` and `Renderer.WebGL` will now only be included in the build file if the corresponding feature flags `CANVAS_RENDERER` and/or `WEBGL_RENDERER` are set to `true`. For Canvas only builds this saves a lot of space in the build (thanks @samme) +* You can now specify an `autoResize` boolean in the `RenderTargetConfig` which is passed to the Render Targets when they are created by a pipeline. +* The `UtilityPipeline` now sets `autoResize` to `true` in its Render Target Config, so that the global `fullFrame` and `halfFrame` Render Targets will automatically resize if the renderer changes. # Bug Fixes @@ -26,6 +28,7 @@ * When a `Layer` Game Object is destroyed, i.e. from changing or restarting a Scene, it will no longer cause an error when trying to destroy the children on its display list. Fix #6675 (thanks @crockergd @gm0nk) * `DynamicTexture` will now automatically call `setSize(width, height)` for both WebGL and Canvas. Previously it only did it for WebGL. This fixes an issue where DynamicTextures in Canvas mode would have a width and height of -1. Fix #6682 (thanks @samme) * `DynamicTexture.setSize` will now check to see if the `glTexture` bound to the current frame is stale, and if so, destroy it before binding the one from the Render Target. This fixes an issue where constantly destroy and creating Dynamic Textures would cause a memory leak in WebGL. Fix #6669 (thanks @DavidTalevski) +* The `BloomFX` and `BlurFX` and any custom pipeline that relies on using the `UtilityPipeline` full or half frame targets will now correctly draw even after the renderer size changes. Fix #6677 (thanks @Nerodon) ## Examples, Documentation, Beta Testing and TypeScript