Commit graph

19031 commits

Author SHA1 Message Date
Richard Davey
389f510719 Update GetAdvancedValue.js 2023-10-12 18:49:10 +01:00
Richard Davey
d74e767050 Delete color attachment 2023-10-12 18:49:06 +01:00
Richard Davey
1935119141 Array Remove and unbind before deleting the framebuffer 2023-10-12 15:22:26 +01:00
Richard Davey
2d364f08c4 Clear stamp texture if current 2023-10-12 15:22:26 +01:00
Richard Davey
e5b04be760 Reset stamp texture 2023-10-12 15:22:26 +01:00
Richard Davey
aec66eea78 2nd parameter not required 2023-10-12 15:22:26 +01:00
Richard Davey
6fcee8fe8f No need to null the source glTexture 2023-10-12 15:22:26 +01:00
Richard Davey
758db68d1a Remove event handler first 2023-10-12 15:22:26 +01:00
Richard Davey
175d6d1ab3 Added watchns for no-spector build 2023-10-12 15:22:26 +01:00
Richard Davey
b6b2961a6b Update .eslintignore 2023-10-12 15:22:26 +01:00
Richard Davey
53a0408b64 Create webpack-nospector.config.js 2023-10-12 15:22:26 +01:00
Richard Davey
353459a838 Update webpack.config.js 2023-10-12 15:22:26 +01:00
Richard Davey
03b97580a8 Update CHANGELOG-v3.61.md 2023-10-12 13:37:30 +01:00
Richard Davey
faae57befa Update CHANGELOG-v3.61.md 2023-10-11 20:53:43 +01:00
Richard Davey
4748edf908 Use the new tile.tintFill boolean 2023-10-11 20:53:40 +01:00
Richard Davey
c04c61ad1a TilemapLayer.setTintFill is a new method that will apply a fill-based tint to the tiles in the given area, rather than an additive-based tint, which is what the setTint method uses. 2023-10-11 20:53:31 +01:00
Richard Davey
641276c625 Tile.tintFill is a new boolean property that controls if the tile tint is additive or fill based. This is used in the TilemapLayerWebGLRenderer function. 2023-10-11 20:53:12 +01:00
Richard Davey
181a022348 Merge branch 'master' of https://github.com/photonstorm/phaser 2023-10-10 20:22:31 +01:00
Richard Davey
b958123dad Fixed typedefs 2023-10-10 20:22:28 +01:00
Richard Davey
0e145756bb Added new uniforms and handle rounding in the shader 2023-10-10 18:50:17 +01:00
Richard Davey
6360d76515 Removed use of roundPixels for now 2023-10-10 18:49:59 +01:00
Richard Davey
4bb2807627 Added uRoundPixels and uResolution to the core shaders 2023-10-10 18:49:49 +01:00
Richard Davey
cd1854630e Testing round pixels on shader 2023-10-05 14:39:21 +01:00
Richard Davey
ae24bc9d03 Updated GetCollidesWith 2023-10-04 21:31:54 +01:00
Richard Davey
f7f070eedf Merge all the functions into the component 2023-10-04 21:30:50 +01:00
Richard Davey
6bfaa94c4d Add Collision Component mixin 2023-10-04 21:30:41 +01:00
Richard Davey
07620231e5 Add Collision Component and properties 2023-10-04 21:30:27 +01:00
Richard Davey
3268650dcb Make Collision Component capable of working with Groups and Tilemap Layers 2023-10-04 17:09:37 +01:00
Richard Davey
d204866e71 Update CHANGELOG-v3.61.md 2023-10-04 16:29:10 +01:00
Richard Davey
0cb99a7ecf Added canCollide method and used it in all collision checks 2023-10-04 16:29:07 +01:00
Richard Davey
fd899c03e8 Update SetCollisionObject.js 2023-10-04 16:28:29 +01:00
Richard Davey
2461bf076a Added collision category, collision mask and related methods 2023-10-04 16:28:22 +01:00
Richard Davey
922b756503 Added collision category marker and nextCategory method 2023-10-04 16:27:37 +01:00
Richard Davey
eda08c20f5 Exposed Collision Component 2023-10-04 16:26:20 +01:00
Richard Davey
a08c25fd35 Added Collision component 2023-10-04 16:26:11 +01:00
Richard Davey
279a25ca88 Create Collision.js 2023-10-04 16:23:23 +01:00
Richard Davey
4e61b9fd13 Create ArcadeCollider.js 2023-10-04 16:23:17 +01:00
Richard Davey
9121ea527d Create SetCollidesWith.js 2023-10-04 16:23:13 +01:00
Richard Davey
e25e2489c4 Update SetCollisionObject.js 2023-10-04 12:49:27 +01:00
Richard Davey
023b1fd662 Update CHANGELOG-v3.61.md 2023-10-04 12:47:01 +01:00
Richard Davey
49e97291cf SetCollisionObject is a new function that Arcade Physics bodies use internally to create and reset their ArcadeBodyCollision data objects. 2023-10-04 12:46:58 +01:00
Richard Davey
e91d890463 Update CHANGELOG-v3.61.md 2023-10-04 11:57:40 +01:00
Richard Davey
b364995f2f Added Body.slideFactor vec2
* Arcade Physics Bodies have a new property called `slideFactor`. This is a Vector2 that controls how much velocity is retained by a Body after it has been pushed by another Body. The default value is 1, which means it retains all of its velocity. If set to zero, it will retain none of it. This allows you to create a Body that can be pushed around without imparting any velocity to it.
* `Body.setSlideFactor` is a new method that sets the Body's `slideFactor` property.
2023-10-04 11:57:37 +01:00
Richard Davey
563137ac78 Typo fix 2023-10-04 11:57:24 +01:00
Richard Davey
8a97dbce21 Update CHANGELOG-v3.61.md 2023-09-27 18:53:39 +01:00
Richard Davey
a79ae92d44 Calling the Line.setLineWidth method on the Line Shape Game Object would result in a line with double the thickness it should have had in WebGL. In Canvas it was the correct width. Both renderers now match. Fix #6604 2023-09-27 18:53:36 +01:00
Richard Davey
28e9f753f0 Update CHANGELOG-v3.61.md 2023-09-27 18:44:43 +01:00
Richard Davey
2ad71909f3 The DynamicTexture.fill method will now correctly draw the fill rectangle if the width and height are provided in WebGL, where-as before it would assume the y axis started from the bottom-left instead of top-left. Fix #6615 2023-09-27 18:44:39 +01:00
Richard Davey
cf07c0a2c7 Update CHANGELOG-v3.61.md 2023-09-27 18:22:04 +01:00
Richard Davey
94662cdbc7 StaticBody.setSize will now check to see if the body has a Game Object or not, and only call getCenter and the frame sizes if it has. This fixes a bug where calling physics.add.staticBody would throw an error if you provided a width and height. Fix #6630 2023-09-27 18:22:01 +01:00