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Update CHANGELOG.md
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* `GroupCreateConfig.quantity` - when creating a Group using a config object you can now use the optional property `quantity` to set the number of objects to be created. Use this for quickly creating groups of single frame objects that don't need the advanced capabilities of `frameQuantity` and `repeat`.
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* `GroupCreateConfig.quantity` - when creating a Group using a config object you can now use the optional property `quantity` to set the number of objects to be created. Use this for quickly creating groups of single frame objects that don't need the advanced capabilities of `frameQuantity` and `repeat`.
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* `Pointer.locked` is a new read-only property that indicates if the pointer has been Pointer Locked, or not, via the Pointer Lock API.
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* `Pointer.locked` is a new read-only property that indicates if the pointer has been Pointer Locked, or not, via the Pointer Lock API.
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* `WebGLRenderer.snapshotFramebuffer`, and the corresponding utility function `WebGLSnapshot`, allows you to take a snapshot of a given WebGL framebuffer, such as the one used by a Render Texture or Shader, and either get a single pixel from it as a Color value, or get an area of it as an Image object, which can then optionally be saved to the Texture Manager for use by Game Object textures.
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* `WebGLRenderer.snapshotFramebuffer`, and the corresponding utility function `WebGLSnapshot`, allows you to take a snapshot of a given WebGL framebuffer, such as the one used by a Render Texture or Shader, and either get a single pixel from it as a Color value, or get an area of it as an Image object, which can then optionally be saved to the Texture Manager for use by Game Object textures.
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* `CanvasRenderer.snapshotCanvas` allows you to take a snapshot of a given Canvas object, such as the one used by a Render Texture, and either get a single pixel from it as a Color value, or get an area of it as an Image object, which can then optionally be saved to the Texture Manager for use by Game Object textures.
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* `RenderTexture.snapshot` is a new method that will take a snapshot of the whole current state of the Render Texture and return it as an Image object, which could then be saved to the Texture Manager if needed.
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* `RenderTexture.snapshot` is a new method that will take a snapshot of the whole current state of the Render Texture and return it as an Image object, which could then be saved to the Texture Manager if needed.
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* `RenderTexture.snapshotArea` is a new method that will take a snapshot of an area of a Render Texture and return it as an Image object, which could then be saved to the Texture Manager if needed.
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* `RenderTexture.snapshotArea` is a new method that will take a snapshot of an area of a Render Texture and return it as an Image object, which could then be saved to the Texture Manager if needed.
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* `RenderTexture.snapshotPixel` is a new method that will take extract a single pixel color value from a Render Texture and return it as a Color object.
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* `RenderTexture.snapshotPixel` is a new method that will take extract a single pixel color value from a Render Texture and return it as a Color object.
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* The `Pointer.velocity` and `Pointer.midPoint` values are now updated every frame. Based on the `motionFactor` setting they are smoothed towards zero, for velocity, and the pointer position for the mid point. This now happens regardless if the Pointer moves or not, which is how it was originally intended to behave.
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* The `Pointer.velocity` and `Pointer.midPoint` values are now updated every frame. Based on the `motionFactor` setting they are smoothed towards zero, for velocity, and the pointer position for the mid point. This now happens regardless if the Pointer moves or not, which is how it was originally intended to behave.
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* The `DESTROY` event hook wasn't removed from Group children when destroying the Group and `destroyChildren` was set to false. Now, the hook is removed regardless (thanks @rexrainbow)
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* The `DESTROY` event hook wasn't removed from Group children when destroying the Group and `destroyChildren` was set to false. Now, the hook is removed regardless (thanks @rexrainbow)
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* The WebGL Lost and Restored Context callbacks were never removed, which could cause them to hold onto stale references. Fix #3610 (thanks @Twilrom)
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* The WebGL Lost and Restored Context callbacks were never removed, which could cause them to hold onto stale references. Fix #3610 (thanks @Twilrom)
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* `Origin.updateDisplayOrigin` no longer applies a Math.floor to the display origins, allowing you to have a 0.x origin for a Game Object that only has a width or height of 1. This fixes issues with things like 1x1 rectangles displaying incorrectly during rendering. Fix #4126 (thanks @rexrainbow)
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### Examples, Documentation and TypeScript
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### Examples, Documentation and TypeScript
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