Richard Davey
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18b6ebc39b
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Preparing for 3.16
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2018-10-16 16:03:55 +01:00 |
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Richard Davey
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8db61274f7
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Swapping to American-English spelling for consistency
~sigh~ it looks so wrong
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2018-10-16 15:23:36 +01:00 |
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Richard Davey
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ae9c3b6f56
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Tidying up for 3.15 release
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2018-10-16 15:10:49 +01:00 |
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Richard Davey
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861de841b0
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Commented out logs for beta build
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2018-10-16 11:45:01 +01:00 |
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Richard Davey
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c23f701456
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The Touch Manager, Input Manager and Pointer classes all now handle the touchcancel event, such as triggered on iOS when activating an out of browser UI gesture, or in Facebook Instant Games when displaying an overlay ad. This should prevent issues with touch input becoming locked on iOS specifically. Fix #3756
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2018-10-16 11:44:36 +01:00 |
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Richard Davey
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dab510f03d
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The Touch Manager has been rewritten to use declared functions for all touch event handlers, rather than bound functions. This means they will now clear properly when the TouchManager is shut down.
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2018-10-16 11:44:15 +01:00 |
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Richard Davey
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8dff537b12
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Added TOUCH_CANCEL constant.
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2018-10-16 11:43:40 +01:00 |
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Richard Davey
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7daa8b9d45
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Added touchcancel handler and wasCancelled property
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2018-10-16 11:42:54 +01:00 |
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Richard Davey
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f29126c482
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KeyboardPlugin.resetKeys is a new method that will reset the state of any Key object created by a Scene's Keyboard Plugin.
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2018-10-16 11:35:44 +01:00 |
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Richard Davey
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b3804a2455
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eslint fixes
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2018-10-12 18:56:56 +01:00 |
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Richard Davey
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a043cc88ea
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Changed version number
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2018-10-12 18:32:52 +01:00 |
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Richard Davey
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a9938baec6
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Merge pull request #4070 from samme/feature/arcade-group-config-enable
Add PhysicsGroupConfig.enable, Arcade.Body#setEnable()
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2018-10-12 18:29:58 +01:00 |
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Richard Davey
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3c5bf3eba7
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Merge pull request #4077 from samme/fix/webgl-game-context-null
Fix null game.context after WebGLRenderer init
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2018-10-12 18:28:04 +01:00 |
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Richard Davey
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fa95e0a3b1
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Don't resize if EXACT mode
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2018-10-12 15:09:35 +01:00 |
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Richard Davey
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a0d3137f76
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Shapes and Graphics now set textures correctly (after batch texture changes)
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2018-10-12 15:09:21 +01:00 |
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Richard Davey
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9dc53d1e5a
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The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs
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2018-10-12 15:08:53 +01:00 |
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Richard Davey
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4beffe842a
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Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites.
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2018-10-12 15:06:10 +01:00 |
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Richard Davey
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8faafc2ceb
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New Scale Manager implementation starting to take shape
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2018-10-11 17:02:29 +01:00 |
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Richard Davey
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240914ee03
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Fixed some types and removed resize calls
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2018-10-11 17:02:14 +01:00 |
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Richard Davey
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7144f64c82
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Added DOM constants
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2018-10-11 17:02:01 +01:00 |
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Richard Davey
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666c3744b5
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Moved to DOM constants
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2018-10-11 17:01:49 +01:00 |
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Richard Davey
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f9b4419f08
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Uses Scale Manager sizes
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2018-10-11 17:01:38 +01:00 |
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Richard Davey
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99591f0d72
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Added new Scale Manager config properties
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2018-10-11 17:01:17 +01:00 |
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Richard Davey
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fc9b6f7504
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Adding preBoot step
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2018-10-10 13:53:49 +01:00 |
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Richard Davey
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4e0a3e94d2
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Getting ready for rewrite
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2018-10-10 13:53:14 +01:00 |
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Richard Davey
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b90109efe1
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Typo fix
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2018-10-10 13:41:55 +01:00 |
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Richard Davey
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3e9cc42f49
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Device.OS has been restructured to allow fake UAs from Chrome dev tools to register iOS devices.
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2018-10-10 13:41:47 +01:00 |
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Richard Davey
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4b1c762296
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Updated @memberOf to @memberof
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2018-10-10 10:49:13 +01:00 |
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Richard Davey
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1e7251ba97
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Commented out resize, soon to be removed
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2018-10-10 10:47:13 +01:00 |
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Richard Davey
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f32df230d6
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Working through SM flow
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2018-10-10 10:47:04 +01:00 |
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Richard Davey
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b4dfa49750
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Clarified docs
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2018-10-10 10:46:55 +01:00 |
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Richard Davey
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3c4604127a
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Shorter error
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2018-10-10 10:46:47 +01:00 |
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Richard Davey
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ecc85b447c
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Updated to use DOM components and hook into game flow
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2018-10-09 18:14:25 +01:00 |
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Richard Davey
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953422a059
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Exposed Scale Manager via global reference
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2018-10-09 18:14:09 +01:00 |
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Richard Davey
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bddca4c1de
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Added all of the DOM components the Scale Manager needs
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2018-10-09 18:13:56 +01:00 |
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Richard Davey
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a9063604dc
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Replace @readOnly with @readonly
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2018-10-09 13:40:00 +01:00 |
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Richard Davey
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dea2ee89f0
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Moving out of experimental
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2018-10-08 17:03:00 +01:00 |
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Richard Davey
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c28d790243
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Updating ScaleManager for v3
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2018-10-08 17:02:51 +01:00 |
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Richard Davey
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c2f78fe025
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Determines if the two objects (either Rectangles or Rectangle-like) have the same width and height values under strict equality.
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2018-10-08 17:02:27 +01:00 |
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Richard Davey
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e36356eeb7
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Added ScaleManager consts
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2018-10-08 17:01:26 +01:00 |
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Richard Davey
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51c5c9014f
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Moved to new location
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2018-10-08 15:23:56 +01:00 |
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Richard Davey
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51b36573aa
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Preparing for ScaleManager move
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2018-10-08 15:23:20 +01:00 |
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Richard Davey
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b7d520b8cc
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Merging in ScaleManager
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2018-10-08 15:23:10 +01:00 |
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Richard Davey
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8994d8f13e
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CameraManager.remove has a new argument runDestroy which, if set, will automatically call Camera.destroy on the Cameras removed from the Camera Manager.
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2018-10-05 18:30:00 +01:00 |
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Richard Davey
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31109422b6
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Made docs even more explicit. Close #4084
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2018-10-05 16:39:42 +01:00 |
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Richard Davey
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4d13702c33
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The Particle Emitter Manager has been given a NOOP method called setBlendMode to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083
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2018-10-05 16:31:43 +01:00 |
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Richard Davey
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0f929bf0cc
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TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085
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2018-10-05 16:27:42 +01:00 |
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Richard Davey
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2a1ea30cb7
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Typos
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2018-10-03 22:07:41 +01:00 |
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Richard Davey
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66445c9fb1
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If you set pixelArt to true in your game config (or antialias to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas.
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2018-10-02 13:30:45 +01:00 |
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Richard Davey
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e48d6bfb01
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If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073
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2018-10-02 13:13:51 +01:00 |
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