Richard Davey
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e588ccc321
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Updated log
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2018-07-11 16:25:03 +01:00 |
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Richard Davey
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82b15c8695
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Removed drawEmitterManager and moved to emitter render function
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2018-07-11 14:40:36 +01:00 |
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Richard Davey
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497fa1f2ff
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Added copyFromArray method
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2018-07-11 12:36:49 +01:00 |
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Richard Davey
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cced09bad6
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Added Pointer.prevPosition and getInterpolatedPosition method
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2018-07-11 12:34:00 +01:00 |
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Richard Davey
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14354fd151
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Added deprecation warning
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2018-07-10 17:18:08 +01:00 |
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Richard Davey
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9c9e9cecbb
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Updated log and lint fixes
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2018-07-10 16:49:53 +01:00 |
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Richard Davey
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f813c3a4e3
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Updated log
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2018-07-10 16:34:29 +01:00 |
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Richard Davey
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469f6b6880
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TransformMatrix.multiply has a new optional argument out which is a matrix to store the multiplication results in. If not given it will act as before, multiplying the current matrix.
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2018-07-10 14:01:14 +01:00 |
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Richard Davey
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4d5eb4755b
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Updated log
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2018-07-09 23:02:31 +01:00 |
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Richard Davey
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6560f51699
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Added jsdocs and updated change log
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2018-07-09 22:35:48 +01:00 |
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Richard Davey
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a3803a286f
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Fixed origin addition post-scale
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2018-07-09 16:17:52 +01:00 |
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Richard Davey
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91a48c30c4
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GetBitmapTextSize , which is used internally in the BitmapText Game Objects, will now produce different bounds from the previous version. Previously, the bounds were tight against the letters in the text. However, this meant the bounds were not properly aligned with the origin of the BitmapText, and consequently you'd get different bounds if the text consisted of different characters. The bounds are now calculated purely based on the glyph data and letter spacing values. This will give a far more consistent overall experience, but it does mean if you were using the bounds to position text previously, you'll need to revisit that code again. See issue #3799 for more details (and to discuss this further if you wish)
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2018-07-09 16:06:36 +01:00 |
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Richard Davey
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17653fcf7d
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BitmapMask.destroy will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771
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2018-07-09 14:26:45 +01:00 |
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Richard Davey
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cd508ab3f1
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The ScenePlugin will now queue all of the following ops with the Scene Manager: start , run , pause , resume , sleep , wake , switch and stop . This means for all of these calls the Scene Manager will add the call into its queue and process it at the start of the next frame.
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2018-07-09 14:08:55 +01:00 |
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Richard Davey
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84c7960a48
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The Quad Game Object now has a new setFrame method that allows you to change the frame being rendered by the Quad, including using frames that are part of a texture atlas. Fix #3161
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2018-07-09 13:42:33 +01:00 |
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Richard Davey
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ecd99869bd
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Explained mask positioning better in docs. Fix #3770
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2018-07-08 23:38:13 +01:00 |
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Richard Davey
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cb7510b2e5
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Updated log
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2018-07-08 23:19:33 +01:00 |
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Richard Davey
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8b13631107
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Removed batchMesh and moved to the Mesh WebGL Renderer. Another one bites the dust.
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2018-07-06 19:35:46 +01:00 |
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Richard Davey
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6aa1526ea9
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Graphics.arc has a new optional argument overshoot . This is a small value that is added onto the end of the endAngle and allows you to extend the arc further than the default 360 degrees. You may wish to do this if you're trying to draw an arc with an especially thick line stroke, to ensure there are no gaps. Fix #3798
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2018-07-06 17:15:46 +01:00 |
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Richard Davey
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a64d747c98
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clearMask(true) would throw an exception if the Game Object didn't have a mask. Now it checks first before destroying the mask. Fix #3809
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2018-07-06 16:34:11 +01:00 |
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Richard Davey
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1931716da3
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Exposed isTinted bool
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2018-07-06 16:22:42 +01:00 |
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Richard Davey
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901a75d053
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setCrop will accept numbers or a Rectangle object
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2018-07-06 12:57:42 +01:00 |
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Richard Davey
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f195a09530
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Rectangle.Intersection will take two Rectangle objects and return the area of intersection between them. If there is no intersection, an empty Rectangle is returned.
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2018-07-05 23:54:51 +01:00 |
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Richard Davey
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f3a446797d
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Added new TextureCrop component
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2018-07-05 13:06:28 +01:00 |
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Richard Davey
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43fc988034
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Moved crop UV handler to the Frame method. Cleaner and easier.
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2018-07-04 15:18:08 +01:00 |
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Richard Davey
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ee8c1b403a
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Fixed cropping with flipped images
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2018-07-04 14:50:26 +01:00 |
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Richard Davey
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4b0ed8a0da
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-07-03 00:14:28 +01:00 |
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Richard Davey
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c82c09914e
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Updated UV values
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2018-07-02 23:51:42 +01:00 |
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Chris Andrew
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3360825ec3
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Fixed minor change log typos.
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2018-07-02 23:10:16 +01:00 |
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Richard Davey
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a02d5ffdc8
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Updated change log
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2018-07-02 16:44:32 +01:00 |
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Richard Davey
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cf008e612c
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Added e and f properties and multiplyWithOffset and copyFrom
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2018-07-02 15:33:54 +01:00 |
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Richard Davey
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8a7ead03a8
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Frame.glTexture is a new property that maps to the WebGL Texture for the Frames Texture Source image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Frame constructor.
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2018-07-02 13:43:35 +01:00 |
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Richard Davey
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390ae5f683
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Update
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2018-07-02 13:32:20 +01:00 |
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Richard Davey
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fe61cfe2d1
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You can now set the WebGL batch size in the Game Config via the property batchSize . The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
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2018-07-02 12:33:46 +01:00 |
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Richard Davey
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b57d94ae33
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Typo fixes
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2018-06-29 01:07:14 +01:00 |
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Richard Davey
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f97ce72e16
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Added the Mask compontent to Container. It worked without it, but this brings it in-line with the documentation and other Game Objects. Fix #3797
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2018-06-28 14:17:04 +01:00 |
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Richard Davey
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217779604c
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Added tileScaleX and tileScaleY support for Tile Sprites
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2018-06-28 12:59:27 +01:00 |
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Richard Davey
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7a23378015
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Unified use of roundPixels, antialias and pixelArt modes
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2018-06-27 15:15:00 +01:00 |
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Richard Davey
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1bfe58ab55
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remove can take an array of cameras and also no longer needs total to be > 0
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2018-06-27 13:03:40 +01:00 |
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Richard Davey
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183f5c4260
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CameraManager.getTotal is a new method that will return the total number of Cameras being managed, with an optional isVisible argument, that only counts visible cameras if set.
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2018-06-27 12:45:54 +01:00 |
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Richard Davey
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f2b7fd0a32
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Removed the cameraX properties because they fall out of sync on camera remove
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2018-06-27 12:13:37 +01:00 |
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Richard Davey
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da2b91b460
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ArrayUtils.AddAt didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788
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2018-06-27 11:31:51 +01:00 |
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Richard Davey
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d02d6532fd
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TileSprite was using the Size compontent instead of ComputedSize, meaning its getBounds and displayWidth and displayHeight results were incorrect. Fix #3789
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2018-06-27 11:20:21 +01:00 |
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Richard Davey
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0fdeec2e26
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Updated docs
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2018-06-26 17:43:05 +01:00 |
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Richard Davey
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c2fbad8356
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Added jsdocs. Now 100% complete!
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2018-06-26 17:24:51 +01:00 |
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Richard Davey
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f1190529d2
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ScenePlugin.start and ScenePlugin.restart will now always queue the op with the Scene Manager, regardless of the state of the Scene, in order to avoid issues where plugins carry on running for a frame before closing down. Fix #3776
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2018-06-26 16:35:45 +01:00 |
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Richard Davey
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b95f980023
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Added in data object passing to all relevant methods #3748
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2018-06-26 16:08:14 +01:00 |
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Richard Davey
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bb7b99a4db
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Updated log and formatting
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2018-06-25 22:53:42 +01:00 |
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Richard Davey
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c6c9b25fdc
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Camera.alpha (and its related method Camera.setAlpha ) allows you to get an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or you can set it as needed in your game.
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2018-06-25 17:35:36 +01:00 |
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Richard Davey
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51468fdefc
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-06-25 16:25:42 +01:00 |
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