Pavle Goloskokovic
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c4f4fbc79d
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Passing sound manager touchLocked value to HTML5AudioFile constructor
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2018-01-17 17:04:55 +01:00 |
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Pavle Goloskokovic
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541cd83688
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Using object property instead of local var
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2018-01-17 17:04:06 +01:00 |
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Pavle Goloskokovic
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81f3b56b0a
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Added touchLocked argument to HTML5AudioFile class constructor
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2018-01-17 17:01:50 +01:00 |
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Pavle Goloskokovic
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5c118a3a94
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audio tag does not support name attribute so setting that value to dataset
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2018-01-17 14:10:03 +01:00 |
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Pavle Goloskokovic
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196018d04a
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Updating load progress properties when sound is locked
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2018-01-17 14:09:20 +01:00 |
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Pavle Goloskokovic
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5720dff5dc
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onLoad needs to be called from timeout callback in order to not cause issues
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2018-01-17 14:08:38 +01:00 |
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Pavle Goloskokovic
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e75731df87
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Calling onLoad directly if device sound is locked since we are skipping actual loading
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2018-01-17 14:07:50 +01:00 |
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Pavle Goloskokovic
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ae36cf5729
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Skipping calling load method on an audio tag on mobile devices
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2018-01-17 14:06:46 +01:00 |
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Pavle Goloskokovic
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402aa27ff3
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Skipping setting preload attribute and events on an audio tag on mobile devices
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2018-01-17 14:05:35 +01:00 |
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Pavle Goloskokovic
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4be42c3edc
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Merge remote-tracking branch 'origin/master'
# Conflicts:
# src/sound/BaseSound.js
# src/sound/webaudio/WebAudioSound.js
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2018-01-14 15:50:55 +01:00 |
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Richard Davey
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f9a1e27334
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Removed un-used event files and references.
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2018-01-12 17:20:16 +00:00 |
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Richard Davey
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c625b8735b
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Updated to using Event Emitter for all key managers and game objects. Events are now dispatched directly using arguments instead of Event objects, all managers updated to emit directly.
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2018-01-12 17:09:21 +00:00 |
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Pavle Goloskokovic
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aa820b08ea
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Setting audio tag name to contain index number, useful for debugging
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2018-01-12 17:49:25 +01:00 |
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Pavle Goloskokovic
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ef60c16551
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Marking audio tags as unused when creating them
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2018-01-11 17:25:27 +01:00 |
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Pavle Goloskokovic
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0a10240c61
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Moved HTML5AudioFile
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2018-01-10 16:49:56 +01:00 |
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Pavle Goloskokovic
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d0d3a6473d
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Merge remote-tracking branch 'origin/master'
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2018-01-10 16:20:13 +01:00 |
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Richard Davey
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d8f1ba03e9
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Moved repository location
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2018-01-09 21:43:56 +00:00 |
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Richard Davey
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0d90f75b5f
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Splitting the dev branch up into versions.
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2016-11-22 01:36:56 +00:00 |
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Richard Davey
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d568d2bede
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Moved _sys to a StateSystems class to keep things much cleaner, and avoid setter inheritance mess.
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2016-11-06 12:18:08 +00:00 |
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Richard Davey
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f9745bbce3
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States now own a Loader instance, rather than it being a Phaser global.
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2016-11-04 03:21:04 +00:00 |
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Richard Davey
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a366ef8f3c
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New State Manager up and running.
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2016-11-04 02:08:17 +00:00 |
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Richard Davey
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322f711f58
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Enabled the default and missing images again.
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2016-10-30 22:56:17 +00:00 |
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photonstorm
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4f8e509f91
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Fixed JSON Hash parsing.
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2016-10-19 14:29:52 +01:00 |
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photonstorm
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18b12dfc3e
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Huge amount of work getting the WebGL renderer sorted out, tidied up and merged with the latest Texture and Transform components.
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2016-10-18 17:03:25 +01:00 |
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Richard Davey
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35854ea58d
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Cache now adds in Default and Missing images to the new Texture Manager.
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2016-10-13 00:08:11 +01:00 |
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Richard Davey
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a2ac0a2c58
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Multi-atlas loader support complete, adding to the Texture Manager properly.
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2016-10-11 22:11:54 +01:00 |
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Richard Davey
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65ce4928d9
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Expanded multi-atlas support in the Loader. Fixing ESLint errors too.
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2016-10-11 19:50:36 +01:00 |
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photonstorm
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775dee029d
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Added Loader.multiatlas - for multi-atlas textures.
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2016-10-11 16:48:12 +01:00 |
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photonstorm
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ce3308ea1d
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Hooking the Loader and Cache into the new Texture Manager.
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2016-10-11 14:52:17 +01:00 |
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Richard Davey
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e0ef9cab8b
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Hooked the Texture Manager into the Cache.
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2016-10-10 23:57:51 +01:00 |
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Richard Davey
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ea9c9ae7b3
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Removed gl texture ID.
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2016-10-07 00:59:10 +01:00 |
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photonstorm
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2d84ea8938
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Removed SS in Atlas.
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2016-09-27 14:27:12 +01:00 |
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photonstorm
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840d3669b0
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Updated tutorial code so you can't bounce off stars.
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2016-09-27 13:57:32 +01:00 |
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Richard Davey
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1c415a0d7e
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Cache.addBitmapFontFromAtlas allows you to add a Bitmap Font to the Cache, that is comprised of a frame from a Texture Atlas, and the font data (in JSON or XML format). Once added you can use the Bitmap Font in the same way as you would any Bitmap Font (#2614)
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2016-09-27 02:00:31 +01:00 |
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Richard Davey
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bb452e2b4e
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Merge pull request #2763 from arefiev/skip-frames-in-spritesheets
Add a parameter to load.spritesheet which tells it how many frames to…
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2016-09-26 20:44:17 +01:00 |
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Richard Davey
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0d1d4f048f
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Updated docs.
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2016-09-21 23:08:48 +01:00 |
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Richard Davey
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fb1ea7a01e
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Updated documentation.
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2016-09-21 22:59:20 +01:00 |
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Richard Davey
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f3c5b7a0bc
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TS defs update.
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2016-09-20 02:03:00 +01:00 |
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Richard Davey
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6bd0ab6a8c
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Updated jsdocs and jshint fixes.
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2016-09-20 01:48:30 +01:00 |
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Felipe Alfonso
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d0c23c15b5
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Merge branch 'dev' into texture-compression-webgl
Conflicts:
src/pixi/renderers/webgl/WebGLRenderer.js
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2016-09-19 20:19:24 -03:00 |
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Mikhail Arefiev
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e3b8071d43
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Add a parameter to load.spritesheet which tells it how many frames to skip. Good when you have huge PNGs with multiple spritesheets in each.
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2016-09-20 01:50:11 +03:00 |
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Richard Davey
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e49151877b
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jshint fixes.
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2016-09-19 22:28:25 +01:00 |
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photonstorm
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ad0e4aca2e
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Large batch of jshint fixes.
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2016-08-25 13:03:41 +01:00 |
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Felipe Alfonso
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ce9e9fbd6c
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Dynamic loading of compressed textures.
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2016-08-07 17:47:55 -04:00 |
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Felipe Alfonso
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5ce4643dfa
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Compressed textures are able to upload to GPU
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2016-08-01 19:40:35 -04:00 |
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Felipe Alfonso
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100aa413bf
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Texture loading depending on webgl extensions included default truecolor
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2016-08-01 16:27:39 -04:00 |
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Felipe Alfonso
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0cbe8969d1
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Merge branch 'dev' into texture-compression-webgl
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2016-07-28 23:04:27 -04:00 |
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Felipe Alfonso
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4b3d449a3d
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compression algorithm name passed during parsing
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2016-07-28 23:02:34 -04:00 |
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Richard Davey
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24368ef8d7
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Docs update.
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2016-07-29 03:39:51 +01:00 |
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Felipe Alfonso
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8960cf26d7
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texture meta data parsed and saved in cache
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2016-07-28 21:33:31 -04:00 |
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