Richard Davey
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304275dc7d
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Merge pull request #6570 from Trissolo/feature/GeomLine-SetFromVectors
Added a new method: Phaser.Geom.Line#setFromObjects()
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2023-11-08 16:15:14 +00:00 |
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Richard Davey
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5079f8e010
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Merge pull request #6577 from Trissolo/fix/intersects-GetLineToPoints
Fix Geom.Intersects#GetLineToPoints
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2023-11-08 16:12:34 +00:00 |
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Richard Davey
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c21cdd6141
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Update CHANGELOG-v3.61.md
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2023-11-08 16:09:47 +00:00 |
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Richard Davey
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f17cd8b50b
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When creating a TimelineEvent you can now set a new optional callback: if . If set, this callback is invoked at the start of the TimelineEvent. If it returns true , then the rest of the event is processed (i.e. tweens started, sound played, etc) otherwise the event is skipped. This allows you to create conditional events within a Timeline.
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2023-11-08 16:09:42 +00:00 |
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Richard Davey
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1d15ac9a73
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Fixed namespace
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2023-11-08 15:56:28 +00:00 |
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Richard Davey
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4baa9bb80d
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Merge pull request #6596 from rexrainbow/timeline-improvement
Timeline improvement
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2023-11-08 15:53:32 +00:00 |
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Richard Davey
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66418c25b6
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Update CHANGELOG-v3.61.md
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2023-11-08 15:52:57 +00:00 |
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Richard Davey
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9480cdac29
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Merge pull request #6612 from PresentCreativeLLC/PathGetPointsUpdate
Update Path.js
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2023-11-08 15:50:49 +00:00 |
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Richard Davey
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e8bb5f700e
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Fixed errors from #6626
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2023-11-08 15:47:56 +00:00 |
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Richard Davey
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a7f4abf13c
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Update CHANGELOG-v3.61.md
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2023-11-08 15:46:07 +00:00 |
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Richard Davey
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cc7b6c4a08
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Merge pull request #6626 from rexrainbow/layer-remove-removeall
[Layer] Update remove, removeAll, add methods
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2023-11-08 15:45:50 +00:00 |
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Richard Davey
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c7c3066777
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Merge pull request #6602 from johnhyde/patch-1
Update InputConfiguration.js: Clarify alphaTolerance
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2023-11-08 15:42:16 +00:00 |
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Richard Davey
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a6e9e4a4aa
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Merge pull request #6624 from PresentCreativeLLC/EdgeZoneConstructorCorrection
Constructor parameters correction
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2023-11-08 15:40:38 +00:00 |
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Richard Davey
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c7785b0f12
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Merge pull request #6610 from PresentCreativeLLC/EmitterOpRandomMinMaxConfigFix
EmitterOpRandomMinMaxConfig type correction
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2023-11-08 15:40:09 +00:00 |
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Richard Davey
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ea98751d05
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Merge pull request #6609 from PresentCreativeLLC/ParticleDataTypesUpdate
Created ParticleData description
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2023-11-08 15:39:09 +00:00 |
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Richard Davey
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28a605def3
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Merge pull request #6608 from PresentCreativeLLC/ParticleEmitterTypesUpdate
Added the use of Vector2Like
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2023-11-08 15:38:31 +00:00 |
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Richard Davey
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e552becd33
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Merge pull request #6620 from PresentCreativeLLC/EmitZoneDataCorrection
Type clarification for emit zone data
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2023-11-08 15:37:16 +00:00 |
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Richard Davey
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392be38db3
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Merge pull request #6619 from PresentCreativeLLC/EmitterOpOnEmitCallbackUpdate
EmitterOpOnEmitCallback update
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2023-11-08 15:36:48 +00:00 |
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Richard Davey
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36472d491d
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Merge pull request #6625 from PresentCreativeLLC/DeathZoneObjDescription
Updated the description of DeathZoneObj
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2023-11-08 15:36:21 +00:00 |
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Richard Davey
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21338577b8
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Merge pull request #6628 from PresentCreativeLLC/AddZonesFix
AddEmitZone and AddDeathZone parity
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2023-11-08 15:34:12 +00:00 |
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Richard Davey
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23372fa6cb
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Merge pull request #6636 from PresentCreativeLLC/EmitterColorOpDescriptionCorrection
Added to the description that EmitterColorOp is an extension
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2023-11-08 15:31:50 +00:00 |
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Richard Davey
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065d3f4635
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Merge pull request #6637 from PresentCreativeLLC/EmitterOpRandomStartEndConfigRemoval
Removed interface EmitterOpRandomStartEndConfig
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2023-11-08 15:31:28 +00:00 |
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Richard Davey
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a8a894e9dc
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Merge pull request #6639 from PresentCreativeLLC/EmitterOpPropertyValueTypeAddition
Added missing reference to EmitterOpOnUpdateType
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2023-11-08 15:30:55 +00:00 |
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Richard Davey
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2d1c24cc3a
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Merge pull request #6641 from rexrainbow/gameobject-tint-getter
Add getter of tint property
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2023-11-08 15:29:29 +00:00 |
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Richard Davey
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070e42d64e
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Merge pull request #6648 from samme/fix/PutTileAt-2
Fix TypeError in PutTileAt()
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2023-11-08 15:28:12 +00:00 |
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Richard Davey
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315e3b757f
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Merge pull request #6653 from PresentCreativeLLC/TextColorGradient
Extended color and stroke definitions
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2023-11-08 15:27:23 +00:00 |
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Richard Davey
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d9f2891292
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Merge pull request #6660 from neki-dev/master
Fixed jsdoc for GetRandom
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2023-11-08 15:26:40 +00:00 |
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Richard Davey
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435faa627c
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Update CHANGELOG-v3.61.md
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2023-11-08 15:24:42 +00:00 |
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Richard Davey
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c27dbd71ac
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Update CHANGELOG-v3.61.md
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2023-11-08 12:35:23 +00:00 |
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Richard Davey
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2c8b70e4f7
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Respect the disable fx flags and only create the pipelines and render targets as needed
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2023-11-08 12:35:19 +00:00 |
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Richard Davey
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cc931f869c
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Added disablePreFX and disablePostFX flags
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2023-11-08 12:34:46 +00:00 |
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Richard Davey
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eea31c7be8
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Structs.Map.setAll is a new method that allows you to pass an array of elements to be set into the Map. This is a chainable method.
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2023-11-08 12:09:05 +00:00 |
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Richard Davey
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b111d64097
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Update CHANGELOG-v3.61.md
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2023-11-07 23:42:17 +00:00 |
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Richard Davey
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ec5a695a5c
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PostFXPipeline.bootFX is a new method, which is the previous boot method but renamed. This is no longer called from the constructor, but instead when the Post FX Pipeline is activated by the Pipeline Manager. This means that the resources the Post FX requires, such as creating Render Targets and shaders, is delayed until the FX is actually used, saving on memory.
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2023-11-07 23:42:04 +00:00 |
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Richard Davey
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274bd16de0
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Update CHANGELOG-v3.61.md
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2023-11-07 22:53:20 +00:00 |
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Richard Davey
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d3050a05fc
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The MultiPipeline.batchTexture method has a new optional boolean parameter skipPrePost that will force the call to ignore calling the preBatch and postBatch Pipeline Manager methods for the Game Object. This allows you to skip the overhead of calling them if you know you don't need them.
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2023-11-07 22:53:14 +00:00 |
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Richard Davey
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52619b26f9
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Set missing uniforms to get FX working again :)
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2023-11-07 22:51:38 +00:00 |
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Richard Davey
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ed5c44a65e
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Fixed an issue in the way the Tilemap WebGL Renderer would call batchTexture that meant if you applied a PostFX to a Tilemap it would apply the fx for every single tile in the layer, instead of just once per layer. In a simple map this fix has reduced draw calls from over 12,000 to just 52, making it useable.
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2023-11-07 22:51:11 +00:00 |
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Richard Davey
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86225b5215
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Update CHANGELOG-v3.61.md
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2023-11-07 18:53:56 +00:00 |
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Richard Davey
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94c810fd39
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Remove false param to setQuad
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2023-11-07 18:53:51 +00:00 |
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Richard Davey
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0431796d94
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false is the default now
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2023-11-07 18:52:46 +00:00 |
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Richard Davey
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89ceaa288a
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Remove roundPixels
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2023-11-07 18:52:30 +00:00 |
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Richard Davey
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755950760b
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Remove rounding
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2023-11-07 18:52:23 +00:00 |
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Richard Davey
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34f282397c
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The TransformMatrix.setQuad method signature has changed slightly. The roundPixels parameter is now optional and defaults to false . Previously, you always had to set it.
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2023-11-07 18:50:42 +00:00 |
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Richard Davey
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3e859bcfd3
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Update CHANGELOG-v3.61.md
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2023-11-07 18:44:03 +00:00 |
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Richard Davey
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71e9e517a8
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The Game Config roundPixels property is now true by default. This means that all Game Objects will be positioned and rendered with pixel-perfect precision, which is by far the most common use-case for Phaser games. This will prevent sub-pixelation when rendering at non-integer offsets and smoother scrolling, especially at high Camera zoom scales. If you wish to disable this, you can do so via the Game Config, or by setting the roundPixels property in the Game Config to false .
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2023-11-07 18:41:00 +00:00 |
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Richard Davey
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77deea9f23
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Beta 5
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2023-11-07 18:37:42 +00:00 |
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Richard Davey
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f96b557f4c
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The MultiPipeline.batchSprite method (which is also used by the Single Pipeline and Mobile Pipeline) will no longer use roundPixels when calculating the quad vertex data. It also won't apply it to any of the sprite values. This is all now handled in the shader directly.
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2023-11-07 18:37:34 +00:00 |
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Richard Davey
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7590600b5e
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Camera.preRender will no longer round the origin, follow coordinates or scrollX/Y coordinates. It will still round the World view.
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2023-11-07 18:31:48 +00:00 |
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Richard Davey
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df846bdab3
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CanvasRenderer.batchSprite has been updated to correctly use the Camera roundPixels property and apply it to the drawImage call.
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2023-11-07 18:30:02 +00:00 |
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