Richard Davey
3d3db60331
Fixed repeating methods
2022-09-26 18:06:28 +01:00
Richard Davey
af66164302
Testing 9-slice
2022-09-26 18:00:15 +01:00
Richard Davey
fc87e3dd26
Update CHANGELOG-v3.60.md
2022-09-26 17:18:06 +01:00
Richard Davey
1283ca8198
The TextureManager.get
methof can now accept a Frame
instance as its parameter, which will return the frames parent Texture.
2022-09-26 17:18:04 +01:00
Richard Davey
ff4d7084d9
Update IsPlainObject.js
2022-09-26 17:15:45 +01:00
Richard Davey
b66d5bb05f
Update CHANGELOG-v3.60.md
2022-09-26 17:15:39 +01:00
Richard Davey
3d0d2b4d94
The GameObject#setFrame
method can now accept a Frame
instance as its parameter, which will also automatically update the Texture the Game Object is using.
2022-09-26 17:15:34 +01:00
Richard Davey
37db90ad09
Update CHANGELOG-v3.60.md
2022-09-26 15:28:44 +01:00
Richard Davey
25ab9f329d
TextureManager.parseFrame
is a new method that will return a Texture Frame instance from the given argument, which can be a string, array, object or Texture instance.
2022-09-26 15:28:41 +01:00
Richard Davey
165b350d8b
Deps update
2022-09-26 14:39:00 +01:00
Richard Davey
bbff62d2db
Update CHANGELOG-v3.60.md
2022-09-24 21:36:00 +01:00
Richard Davey
5320402a07
The endFrame
and startFrame
properties of the SpriteSheet
parser wouldn't correctly apply themselves, the Texture would still end up with all of the frames. It will now start at the given startFrame
so that is frame zero and end at endFrame
, regardless how many other frames are in the sheet.
2022-09-24 21:35:58 +01:00
Richard Davey
d3dbe9ee51
Update CHANGELOG-v3.60.md
2022-09-23 18:42:11 +01:00
Richard Davey
17e5a1395b
Update CHANGELOG-v3.60.md
2022-09-23 00:42:07 +01:00
Richard Davey
ab04cb6c05
Lots of LightPipeline improvements
...
* The Light Pipeline no longer creates up to `maxLights` copies of the Light shader on boot. Previously it would then pick which shader to use, based on the number of visible lights in the Scene. Now, the number of lights is passed to the shader and branches accordingly. This means rather than compiling _n_ shaders on boot, it now only ever needs to create one.
* You can now have no lights in a Scene, but the Scene will still be impacted by the ambient light. Previously, you always needed at least 1 light to trigger ambient light (thanks jstnldrs)
* The `Light.frag` shader now uses a new `uLightCount` uniform to know when to stop iterating through the max lights.
* The `LightPipeline.LIGHT_COUNT` constant has been removed as it's not used internally.
* The `LightPipeline` previous created a global level temporary vec2 for calculations. This is now part of the class as the new `tempVec2` property.
2022-09-23 00:42:04 +01:00
Richard Davey
a135271f19
Use new uLightCount uniform
2022-09-23 00:41:47 +01:00
Richard Davey
0d52e4058e
Update CHANGELOG-v3.60.md
2022-09-22 17:02:03 +01:00
Richard Davey
b789742636
Update Utils.js
2022-09-22 14:55:29 +01:00
Richard Davey
9d43583a63
This shader is just better. More crappy iOS testing needed though.
2022-09-21 23:13:04 +01:00
Richard Davey
93d06322e3
Update CHANGELOG-v3.60.md
2022-09-21 22:01:05 +01:00
Richard Davey
023343c789
All events have a type of string. Fix #6136
2022-09-21 22:01:03 +01:00
Richard Davey
aa9c8e279b
Update CHANGELOG-v3.60.md
2022-09-21 21:10:56 +01:00
Richard Davey
10fe5db0a6
Fixed jsdocs
...
Fix #6195
2022-09-21 21:10:52 +01:00
Richard Davey
e7dc375c9e
Update CHANGELOG-v3.60.md
2022-09-21 17:53:01 +01:00
Richard Davey
71703ff19c
GameConfig.stableSort
is a new optional property that will control if the internal depth sorting routine uses our own StableSort function, or the built-in browser Array.sort one. Only modern browsers have a _stable_ Array.sort implementation, which Phaser requires. Older ones need to use our function instead. Set to 1 to use the legacy version, 0 to use the ES2019 version or -1 to have Phaser try and detect which is best for the browser
...
Ref #6217
2022-09-21 17:52:57 +01:00
Richard Davey
9fcda28c90
Update CHANGELOG-v3.60.md
2022-09-21 17:35:50 +01:00
Richard Davey
cf397b7c13
Added missing safariVersion and new es2019 test
2022-09-21 17:35:47 +01:00
Richard Davey
7c9d6a180b
Testing native stable sort
2022-09-21 16:34:08 +01:00
Richard Davey
8d41d7468b
Update CHANGELOG-v3.60.md
2022-09-21 14:07:01 +01:00
Richard Davey
17415902ab
The Texture.destroy
method will only destroy sources, dataSources and frames if they exist, protecting against previously destroyed instances.
2022-09-21 14:06:58 +01:00
Richard Davey
4dcf3b1622
Getting ready for Beta 11
2022-09-20 23:23:26 +01:00
Richard Davey
712d7bc082
Update README.md
2022-09-20 22:32:01 +01:00
Richard Davey
538af29dd6
3.60 Beta 10 Release
2022-09-20 22:25:19 +01:00
Richard Davey
6fe41a4845
Fix path
2022-09-20 22:24:27 +01:00
Richard Davey
2cd1c2a81a
Updated TS parser for States enum
2022-09-20 22:23:23 +01:00
Richard Davey
06b1adca14
Lint fix
2022-09-20 22:23:09 +01:00
Richard Davey
6c70869ea4
Lots of jsdoc / TS fixes
2022-09-20 22:17:21 +01:00
Richard Davey
ce93fd9549
Remove old Layer3D scripts
2022-09-20 21:28:48 +01:00
Richard Davey
a39cfbda01
Update phaser.d.ts
2022-09-20 18:44:51 +01:00
Richard Davey
c5610630a1
Lots of jsdoc fixes and Tween State updates
2022-09-20 18:44:44 +01:00
Richard Davey
fecfe49313
Updating defs parser to handle Tween States
2022-09-20 18:44:25 +01:00
Richard Davey
2834dba8d0
jsdoc fixes
2022-09-20 17:36:31 +01:00
Richard Davey
a4d7c6d680
Fixed destroy
2022-09-20 16:39:01 +01:00
Richard Davey
ded399e727
Call addFrame
2022-09-20 13:09:01 +01:00
Richard Davey
e42c814af8
Corrected jsdocs
2022-09-20 13:08:53 +01:00
Richard Davey
009ad199bf
Updated to use the new BaseTweenData to avoid duplicate props and methods
2022-09-20 12:40:28 +01:00
Richard Davey
e2389927ea
Create BaseTweenData.js
2022-09-20 12:40:15 +01:00
Richard Davey
6e0566ced4
Fixed target getting bug
2022-09-19 23:24:23 +01:00
Richard Davey
c6338aab5f
Merge branch 'master' of https://github.com/photonstorm/phaser
2022-09-19 22:52:44 +01:00
Richard Davey
09b7901380
Supports making TweenFrameData
2022-09-19 22:52:39 +01:00