Richard Davey
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1aaecbe703
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Particles.EmitterOp.setMethods will now reset both onEmit and onUpdate to their default values. This allows you to reconfigure an emitter op with a new type of value and not have it stuck on the previous one. Fix #3663
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2020-10-16 17:32:22 +01:00 |
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Richard Davey
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fcb9c8a9f5
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Update CHANGELOG-v3.50.md
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2020-10-16 16:39:32 +01:00 |
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Richard Davey
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605ea31146
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SceneManager.start will now reset the SceneSystems.sceneUpdate reference to NOOP . This gets set back to the Scene update method again during bootScene (if it has one) and stops errors with external plugins and multi-part files that may trigger update before create has been called. Fix #4629
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2020-10-16 16:39:30 +01:00 |
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Richard Davey
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165c9085e6
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New full build of Spine Plugin
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2020-10-16 15:14:55 +01:00 |
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Richard Davey
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709ea50d61
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New dist
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2020-10-16 15:13:15 +01:00 |
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Richard Davey
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7d8302e09c
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Added mention about masks to docs
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2020-10-16 15:13:10 +01:00 |
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Richard Davey
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87791be8ac
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New build
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2020-10-16 15:07:55 +01:00 |
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Richard Davey
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b96e15f2ec
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Handle child masking. Fix #5354
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2020-10-16 15:07:47 +01:00 |
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Richard Davey
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0fad1861ae
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Update GeometryMask.js
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2020-10-16 15:07:32 +01:00 |
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Richard Davey
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e99a069181
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New debug build
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2020-10-16 14:12:15 +01:00 |
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Richard Davey
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d4f75a5b7e
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Container specific changes
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2020-10-16 14:12:09 +01:00 |
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Richard Davey
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dc7bdf1e99
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We can just pass off to the existing render function. Yay!
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2020-10-16 14:11:56 +01:00 |
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Richard Davey
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7add222a87
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Update SpineGameObjectCanvasRenderer.js
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2020-10-16 14:11:40 +01:00 |
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Richard Davey
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9a2c7ab154
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Removed interpolationPercentage parameter
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2020-10-16 14:11:34 +01:00 |
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Richard Davey
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75f857b645
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Update WebGLRenderer.js
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2020-10-16 14:11:21 +01:00 |
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Richard Davey
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e50339b144
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Updated to use new filtered children list
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2020-10-16 14:11:15 +01:00 |
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Richard Davey
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beb26164a1
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New debug build
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2020-10-16 13:52:00 +01:00 |
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Richard Davey
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03bcacba2a
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Update SpineGameObjectWebGLRenderer.js
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2020-10-16 13:51:52 +01:00 |
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Richard Davey
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7020637b63
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Update CHANGELOG-v3.50.md
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2020-10-16 13:51:43 +01:00 |
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Richard Davey
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923b1351fa
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The Spine Plugin now uses a single instance of the Scene Renderer when running under WebGL. All instances of the plugin (installed per Scene) share the same base Scene Renderer, avoiding duplicate allocations and resizing events under multi-Scene games. Fix #5286
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2020-10-16 13:51:40 +01:00 |
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Richard Davey
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8e9ae2b732
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Update CHANGELOG-v3.50.md
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2020-10-16 11:38:27 +01:00 |
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Richard Davey
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ff893b801a
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New plugin build
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2020-10-16 11:38:23 +01:00 |
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Richard Davey
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71226a1548
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Testing if we can just pass off rendering directly.
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2020-10-16 11:38:16 +01:00 |
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Richard Davey
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3fa295f541
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Vastly reduced the complexity of the rendering. Now only gets called if it will actually render.
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2020-10-16 11:38:04 +01:00 |
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Richard Davey
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67f24ea363
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SpineGameObject.willRender is no longer hard-coded to return true . It instead now takes a Camera parameter and performs all of the checks needed before returning. Previously, this happened during the render functions.
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2020-10-16 11:37:23 +01:00 |
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Richard Davey
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d35ff331b2
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Now takes a pre-filtered list of children to render
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2020-10-16 11:36:00 +01:00 |
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Richard Davey
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84c1344f63
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CameraManager.getVisibleChildren is a new method that is called internally by the CameraManager.render method. It filters the DisplayList, so that Game Objects that pass the willRender test for the given Camera are added to a sub-list, which is then passed to the renderer. This avoids the renderer having to do any checks on the children, it just renders each one in turn.
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2020-10-16 11:35:45 +01:00 |
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Richard Davey
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653c2ee600
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Parallel and divide by zero fix
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2020-10-15 18:08:35 +01:00 |
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Richard Davey
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1c37e2172f
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Update CHANGELOG-v3.50.md
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2020-10-15 12:20:27 +01:00 |
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Richard Davey
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ae6112297a
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Default tint value should now be 0xffffff. Fix #5358
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2020-10-15 12:19:17 +01:00 |
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Richard Davey
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1ea165888e
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Update CHANGELOG-v3.50.md
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2020-10-15 12:01:15 +01:00 |
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Richard Davey
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37c9b0884d
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Updated Polygon points type. Fix #5357
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2020-10-15 12:01:13 +01:00 |
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Richard Davey
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8a01ae1cb7
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Call the component directly to avoid lots of function diving
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2020-10-15 11:47:24 +01:00 |
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Richard Davey
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536f08a4bf
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Avoid deep diving into loads of functions
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2020-10-15 11:47:11 +01:00 |
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Richard Davey
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67b787ab7c
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Update GetTilesWithinWorldXY.js
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2020-10-15 11:09:52 +01:00 |
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Richard Davey
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db2fdc14d1
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Update GetTileAt.js
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2020-10-15 11:09:37 +01:00 |
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Richard Davey
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f130f5e9a3
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Fixed incorrect parameter type
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2020-10-15 11:09:19 +01:00 |
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Richard Davey
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b4fed98aa2
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Update SetCollisionBetween.js
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2020-10-15 11:08:18 +01:00 |
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Richard Davey
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8d2e7b08c5
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Update World.js
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2020-10-15 11:07:51 +01:00 |
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Richard Davey
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417e57c199
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Update Collider.js
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2020-10-15 11:07:27 +01:00 |
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Richard Davey
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0f87981f47
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Improved docs
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2020-10-15 11:07:22 +01:00 |
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Richard Davey
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c03b5af079
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Use mesh size
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2020-10-15 10:09:02 +01:00 |
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Richard Davey
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020cfab2d6
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Fixed issue with no mesh specified and texture getting
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2020-10-15 09:58:54 +01:00 |
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Richard Davey
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1e01f74bdc
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Update CHANGELOG-v3.50.md
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2020-10-14 16:32:33 +01:00 |
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Richard Davey
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f17743dadf
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Changed updateProjectionMatrix to setPerspective and added setOrtho counterpart
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2020-10-14 16:32:29 +01:00 |
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Richard Davey
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e79ec0c96c
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Generate Grid can now calculate w/h based on ortho texture
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2020-10-14 16:32:06 +01:00 |
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Richard Davey
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675eec8103
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Better attenuation
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2020-10-14 15:16:35 +01:00 |
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Richard Davey
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2a1223184f
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New debug build
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2020-10-14 15:16:21 +01:00 |
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Richard Davey
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271c88fab3
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Handle negative scales
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2020-10-14 15:16:07 +01:00 |
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Richard Davey
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cc167e158f
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Much better effect from the light shader
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2020-10-14 11:57:58 +01:00 |
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