samme
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13c27064a8
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Docs: Arcade.Body#reset
Only game object receives the passed coordinates
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2020-09-25 14:19:12 -07:00 |
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Richard Davey
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bed716e382
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X Separation working properly in all cases. Now to adjust Y.
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2020-09-25 21:25:01 +01:00 |
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Richard Davey
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7630b8e28d
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Testing new Separation logic (Y done, X in progress)
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2020-09-25 18:01:40 +01:00 |
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Richard Davey
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2bcf1f70be
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Testing new separation logic (incomplete atm)
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2020-09-24 18:10:11 +01:00 |
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Richard Davey
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da78d3ee42
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Tidy up docs
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2020-09-24 18:10:00 +01:00 |
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Richard Davey
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69b8458bb8
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Added new pushable component
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2020-09-24 18:09:49 +01:00 |
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Richard Davey
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5e5be4cc98
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Update CHANGELOG-v3.50.md
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2020-09-24 11:05:30 +01:00 |
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Richard Davey
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b64d63f60e
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When running an Arcade Physics overlap test against a StaticBody , it will no longer set the blocked states of the dynamic body. If you are doing a collision test, they will still be set, but they're skipped for overlap-only tests. Fix #4435
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2020-09-24 11:04:56 +01:00 |
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Richard Davey
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023a9bbc1c
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Update CHANGELOG-v3.50.md
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2020-09-24 10:32:51 +01:00 |
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Richard Davey
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aa3544310c
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When taking a snapshot in WebGL it would often have an extra line of empty pixels at the top of the resulting image, due to a rounding error in the WebGLSnapshot function. Fix #4956
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2020-09-24 10:32:47 +01:00 |
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Richard Davey
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2baa02007d
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Update CHANGELOG-v3.50.md
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2020-09-24 09:36:18 +01:00 |
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Richard Davey
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6484bc3607
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Make it clear in the docs that you cannot mix blend modes and bitmap masks. Fix #4853
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2020-09-24 09:36:15 +01:00 |
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Richard Davey
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33f9b4e4aa
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Update CHANGELOG-v3.50.md
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2020-09-24 09:26:45 +01:00 |
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Richard Davey
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4748c7c7fc
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WebGLRenderer.defaultScissor is a new property that holds the default scissor dimensions for the renderer. This is modified during resize and avoids continuous array generation in the preRender loop.
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2020-09-24 09:26:41 +01:00 |
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Richard Davey
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859ba53ee8
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Update CHANGELOG-v3.50.md
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2020-09-23 18:14:53 +01:00 |
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Richard Davey
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f3b20a7323
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Update CHANGELOG-v3.50.md
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2020-09-23 18:10:16 +01:00 |
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Richard Davey
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e004fa47fc
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Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same. . It now renders as expected. Fix #4675
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2020-09-23 18:10:12 +01:00 |
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Richard Davey
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ee88f78f87
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Update CHANGELOG-v3.50.md
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2020-09-23 17:59:20 +01:00 |
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Richard Davey
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5f28ff64a2
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New clearMask and createMask methods and tidied up structure
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2020-09-23 17:59:17 +01:00 |
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Richard Davey
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c6f533b872
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Fixed legacy interpolation parameters
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2020-09-23 17:55:29 +01:00 |
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Richard Davey
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232f8e0ebc
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Updated to use new uniforms and fixed renderWebGL parameters
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2020-09-23 17:55:03 +01:00 |
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Richard Davey
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bba88b32d8
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Fixed property name
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2020-09-23 17:15:32 +01:00 |
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Richard Davey
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0206c1a1a2
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Update CHANGELOG-v3.50.md
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2020-09-23 13:09:00 +01:00 |
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Richard Davey
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1f9243fe81
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Merge pull request #5322 from samme/feature/setMaxVelocity
Set maxVelocity in PhysicsGroupConfig
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2020-09-23 13:06:52 +01:00 |
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Richard Davey
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0680ff1664
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Update CHANGELOG-v3.50.md
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2020-09-23 13:04:20 +01:00 |
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Richard Davey
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63bac3a13d
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The Loader.maxParallelDownloads value is now set to 6 if running on Android, or 32 on any other OS. This avoids net::ERR_FAILED issues specifically on Android. You can still override this in the Game Config if you wish. Fix #4957
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2020-09-23 13:04:18 +01:00 |
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Richard Davey
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6b72f39a03
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Update CHANGELOG-v3.50.md
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2020-09-23 12:59:06 +01:00 |
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Richard Davey
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8d51e8ab2c
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Fix #4859
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2020-09-23 12:59:03 +01:00 |
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Richard Davey
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f7a1355161
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Update CHANGELOG-v3.50.md
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2020-09-23 12:46:58 +01:00 |
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Richard Davey
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212e7aa301
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The Shape class now includes the ComputedSize component properties and methods directly in the class, rather than applying as a mixin. setSize is now flagged as being private , because it shouldn't be used on Shape classes, which was leading to confusion as it appeared in the public-facing API. Fix #4811
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2020-09-23 12:46:55 +01:00 |
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Richard Davey
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f16e1c09f3
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Lint fix
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2020-09-23 12:39:21 +01:00 |
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Richard Davey
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59b698fcb7
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Update CHANGELOG-v3.50.md
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2020-09-23 12:37:54 +01:00 |
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Richard Davey
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e7926674b8
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The Graphics WebGL Renderer will now default to pathOpen = true . This fixes issues under WebGL where, for example, adding an arc and calling strokePath , without first calling beginPath will no longer cause rendering artefacts when WebGL tries to close the path with a single tri.
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2020-09-23 12:34:20 +01:00 |
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Richard Davey
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559127a53f
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Graphics.strokeRoundedRect now issues moveTo commands as part of the drawing sequence, preventing issues under WebGL where on older Android devices it would project additional vertices into the display. Fix #3955
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2020-09-23 12:34:06 +01:00 |
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Richard Davey
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d67f4d7062
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Update CHANGELOG-v3.50.md
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2020-09-23 12:06:32 +01:00 |
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Richard Davey
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b86d982c00
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The ParticleManagerCanvasRenderer now calculates its transform matrix differently, splitting out the parent matrix and factoring in the follow offsets separately. It also uses setToContext internally. This fixes numerous issues with particle emitters being incorrectly offset when added to Containers, or having the Camera zoomed, running under Canvas. Fix #4908 #4531 #4131
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2020-09-23 12:06:29 +01:00 |
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Richard Davey
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e2d775e083
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Remove duplicate code
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2020-09-23 12:06:22 +01:00 |
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Richard Davey
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5940df46fa
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Update CHANGELOG-v3.50.md
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2020-09-23 11:50:12 +01:00 |
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Richard Davey
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a459ec090f
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Fixed lint issue
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2020-09-23 11:50:07 +01:00 |
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Richard Davey
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fb849ae0dc
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The ParticleManagerWebGLRenderer now calculates its transform matrix differently, splitting out the parent matrix and factoring in follow offsets separately. This fixes numerous issues with particle emitters being incorrectly offset when added to Containers. Fix #5319 #5195 #4739 #4691
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2020-09-23 11:50:00 +01:00 |
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Richard Davey
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b350ebddcc
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Removed duplicate code.
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2020-09-23 11:42:14 +01:00 |
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samme
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426c9632c7
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Set maxVelocity in PhysicsGroupConfig
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2020-09-22 16:05:21 -07:00 |
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Richard Davey
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296bef687f
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Update CHANGELOG-v3.50.md
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2020-09-22 22:40:58 +01:00 |
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Richard Davey
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76deec0ef6
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When destroying an interactive Game Object that had useHandCursor enabled, it would reset the CSS cursor to default, even if the cursor wasn't over that Game Object. It will now only reset the cursor if it's over the Game Object being destroyed. Fix #5321
The `InputPlugin.shutdown` method will now reset the CSS cursor, in case it was set by any Game Objects in the Scene that have since been destroyed.
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2020-09-22 22:40:56 +01:00 |
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Richard Davey
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76b845245b
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Update CHANGELOG-v3.50.md
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2020-09-22 20:42:42 +01:00 |
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Richard Davey
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aea0e4c925
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Pointer.down will now check if the browser is running under macOS and if the ctrl key was also pressed, if so, it will flag the down event as being a right-click instead of a left-click, as per macOS conventions. Fix #4245
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2020-09-22 20:42:38 +01:00 |
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Richard Davey
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8f5954562d
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Update CHANGELOG-v3.50.md
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2020-09-22 17:07:49 +01:00 |
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Richard Davey
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fe4b706cb0
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Setting the pixelArt config option will now set antialiasGL to false , as well as antialias . Fix #5309
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2020-09-22 17:07:46 +01:00 |
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Richard Davey
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00b7530d7a
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Explain render modes better.
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2020-09-22 17:00:02 +01:00 |
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Richard Davey
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cb3a64922f
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Update CHANGELOG-v3.50.md
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2020-09-22 16:52:38 +01:00 |
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