Richard Davey
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8e4632fb51
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2019-05-22 19:19:36 +01:00 |
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Richard Davey
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d2dac14f9f
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Update CHANGELOG.md
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2019-05-22 19:19:32 +01:00 |
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Richard Davey
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d7af904bfa
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Added Matter velocity, angularVelocity and force methods
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2019-05-21 14:23:32 +01:00 |
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Richard Davey
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9959dce57e
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Passing a Frame object to Bob.setFrame would fail, as it expected a string or integer. It now checks the type of object, and if a Frame it checks to make sure it's a Frame belonging to the parent Blitter's texture, and if so sets it. Fix #4516
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2019-05-17 14:00:39 +01:00 |
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Richard Davey
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3504819b33
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The CameraManager would incorrectly destroy the default Camera in its shutdown method, meaning that if you used a fixed mask camera and stopped then resumed a Scene, the masks would stop working. The default camera is now destroyed only in the destroy method. Fix #4520
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2019-05-17 13:54:55 +01:00 |
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Richard Davey
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0ac5d7b8d9
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There was some test code left in the DOMElementCSSRenderer file that caused getBoundingClientRect to be called every render. This has been removed, which increases performance significantly for DOM heavy games.
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2019-05-17 13:43:55 +01:00 |
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Richard Davey
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e23a86d45a
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The default BaseShader vertex shader has a new uniform uResolution which is set during the Shader init and load to be the size of the Game Object to which the shader is bound.
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2019-05-16 17:44:59 +01:00 |
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Richard Davey
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f792fce9cb
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The default BaseShader vertex shader will now set the fragCoord varying to be the viewport height minus the y inPosition. This will give the correct y axis in the fragment shader, causing 'inverted' shaders to display normally when using the default vertex code.
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2019-05-16 17:30:30 +01:00 |
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Richard Davey
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48bf3d2b5e
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Update CHANGELOG.md
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2019-05-14 09:46:33 +01:00 |
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Richard Davey
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48a9925ed1
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Update CHANGELOG.md
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2019-05-14 09:44:08 +01:00 |
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Richard Davey
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725130bc40
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Update CHANGELOG.md
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2019-05-14 09:37:41 +01:00 |
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Richard Davey
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06d1618e29
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Preparing for 3.18 dev
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2019-05-10 18:32:03 +01:00 |
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Richard Davey
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ca66db35ed
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Updated Change Log and README
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2019-05-10 16:05:32 +01:00 |
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Richard Davey
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f9315bac3f
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Updated Scene config types
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2019-05-10 14:39:35 +01:00 |
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Richard Davey
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5dfea01d61
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Update CHANGELOG.md
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2019-05-10 12:28:12 +01:00 |
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Richard Davey
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edb0a8bfc2
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Update CHANGELOG.md
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2019-05-09 15:32:58 +01:00 |
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Richard Davey
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3b19b87ed2
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Update CHANGELOG.md
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2019-05-08 23:47:23 +01:00 |
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Richard Davey
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6609046905
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Update CHANGELOG.md
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2019-05-08 22:13:04 +01:00 |
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Richard Davey
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18a924c39c
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Passing an _array_ of configuration objects to physics.add.group would ignore them and none of the children would be assigned a physics body. Fix #4511
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2019-05-07 16:17:28 +01:00 |
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Richard Davey
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71db4ab24e
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Update CHANGELOG.md
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2019-05-04 12:50:54 +01:00 |
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Richard Davey
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fda7772d3f
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Fixed jsdocs to flag arguments as optional. Fix #4506
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2019-05-03 18:23:39 +01:00 |
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Richard Davey
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f0a25f4b9a
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Update CHANGELOG.md
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2019-05-03 17:38:41 +01:00 |
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Richard Davey
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40b325accf
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A Camera will pause following a Game Object for the duration of the Camera Pan Effect, as the two will clash over the Camera scroll position
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2019-05-02 10:51:46 +01:00 |
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Richard Davey
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f9482ef580
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BaseCache.getKeys is a new method that will return all keys in use in the current cache, i.e. this.cache.shader.getKeys() .
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2019-05-02 02:27:29 +01:00 |
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Richard Davey
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3d40a95a00
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Added glFuncMap
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2019-05-01 12:29:45 +01:00 |
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Richard Davey
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4c95d69711
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Added new SetValue function for property setting to any depth
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2019-05-01 12:28:21 +01:00 |
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Richard Davey
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95eb4fc03d
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Setting pixelPerfect when input enabling a Container would cause it to crash, because Container's don't have a texture to check. It will now throw a run-time warning and skip the Container for input. You should use a custom input callback instead. Fix #4492
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2019-04-26 10:56:06 +01:00 |
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Richard Davey
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e05ff03ed0
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Added Systems.renderer reference
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2019-04-25 11:30:10 +01:00 |
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Richard Davey
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f64d0a935b
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Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out.
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2019-04-24 16:45:31 +01:00 |
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Richard Davey
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1f0a516c77
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GeometryMask.setInvertAlpha is a new method that allows you to set the invertAlpha property in a chainable call.
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2019-04-24 15:00:16 +01:00 |
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Richard Davey
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ac3fac4ab6
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UpdateList.remove will now move the removed child to the internal _pendingRemoval array, instead of slicing it directly out of the active list. The pending list is cleared at the start of the next game frame. Fix #4365
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2019-04-24 13:58:05 +01:00 |
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Richard Davey
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11c1b458fa
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Phaser.Physics.Arcade.Events is now exposed in the namespace, preventing it from erroring if you use them in TypeScript. Fix #4481
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2019-04-24 13:44:57 +01:00 |
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Richard Davey
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64532d8d7b
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InputPlugin.clear has a new argument skipQueue which is used to avoid clearing a Game Object twice. This, combined with the fix for 4463 means you will no longer get a Cannot read property 'dragState' error if you destroy a Game Object enabled for drag where another draggable object exists. Fix #4228
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2019-04-24 13:38:40 +01:00 |
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Richard Davey
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00dbf8b03e
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Destroying a Game object during its pointerup event handler on a touch device will no longer cause Uncaught TypeError: Cannot read property 'localX' of undefined . All InputPlugin process handlers now check to see if the Game Object has been destroyed at any stage and abort if it has. Fix #4463
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2019-04-24 12:54:56 +01:00 |
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Richard Davey
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61921525f1
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There is a new webpack config FEATURE_SOUND which is set to true by default, but if set to false it will exclude the Sound Manager and all of its systems into the build files.
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2019-04-24 12:23:21 +01:00 |
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Richard Davey
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f4a86fd368
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The Container.setScrollFactor method has a new optional argument updateChildren . If set, it will change the scrollFactor values of all the Container children as well as the Container. Fix #4466 #4475
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2019-04-24 12:09:16 +01:00 |
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Richard Davey
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61011d3ae9
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Camera.clearRenderToTexture will check to see if the Scene is available before proceeding, avoiding potential errors when a Camera is destroyed multiple times during a Scene shutdown.
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2019-04-24 11:46:31 +01:00 |
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Richard Davey
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da6b520e64
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Update CHANGELOG.md
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2019-04-24 11:21:55 +01:00 |
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Richard Davey
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94b7db0e82
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Update CHANGELOG.md
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2019-04-24 11:06:54 +01:00 |
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Richard Davey
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c9075a4c40
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Update CHANGELOG.md
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2019-04-24 10:48:07 +01:00 |
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Richard Davey
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fd4f45673b
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Pointer.getDuration would only return zero until the pointer was released, or moved (basically any action that generated a DOM event). It now returns the duration regardless of the DOM events. Fix #4444
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2019-04-24 10:08:56 +01:00 |
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Richard Davey
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4d38283746
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Update CHANGELOG.md
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2019-04-24 10:04:17 +01:00 |
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Richard Davey
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4aa256a04c
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Update CHANGELOG.md
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2019-04-23 22:50:01 +01:00 |
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Richard Davey
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9298492b01
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Update CHANGELOG.md
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2019-04-23 11:21:29 +01:00 |
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Richard Davey
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226daaa731
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Update CHANGELOG.md
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2019-04-16 17:08:19 +01:00 |
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Richard Davey
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1f9aec524e
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Update CHANGELOG.md
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2019-04-15 23:46:28 +01:00 |
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Richard Davey
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53870c0699
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Update CHANGELOG.md
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2019-04-15 16:46:51 +01:00 |
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Richard Davey
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0bdf1cc083
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Allow geometry masks to work within bitmap masks
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2019-04-12 18:36:31 +01:00 |
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Richard Davey
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216bf3d904
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Update CHANGELOG.md
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2019-04-12 17:47:05 +01:00 |
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Richard Davey
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da82ced343
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Update CHANGELOG.md
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2019-04-11 17:10:16 +01:00 |
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