Commit graph

9991 commits

Author SHA1 Message Date
Richard Davey
48d9eb6321 The GameObjects.Graphics.fillGradientStyle method can now accept a different alpha value for each of the fill colors. The default is still 1. If you only provide a single alpha, it'll be used for all colors. Fix #5044 2020-10-16 18:08:31 +01:00
Richard Davey
675e43350d Physics.Arcade.Body.setDamping is a new method that allows you to set the useDamping property of a Body in a chainable way. Fix #5352 2020-10-16 17:57:26 +01:00
Richard Davey
85a284d095 Particles.EmitterOp now cleanly separates between the different types of property configuration options. start | end will now ease between the two values, min | max will pick a random value between them and random: [] will pick a random element. They no longer get mixed together. Fix #3608 2020-10-16 17:52:59 +01:00
Richard Davey
1aaecbe703 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 2020-10-16 17:32:22 +01:00
Richard Davey
605ea31146 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 2020-10-16 16:39:30 +01:00
Richard Davey
0fad1861ae Update GeometryMask.js 2020-10-16 15:07:32 +01:00
Richard Davey
75f857b645 Update WebGLRenderer.js 2020-10-16 14:11:21 +01:00
Richard Davey
e50339b144 Updated to use new filtered children list 2020-10-16 14:11:15 +01:00
Richard Davey
d35ff331b2 Now takes a pre-filtered list of children to render 2020-10-16 11:36:00 +01:00
Richard Davey
84c1344f63 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. 2020-10-16 11:35:45 +01:00
Richard Davey
653c2ee600 Parallel and divide by zero fix 2020-10-15 18:08:35 +01:00
Richard Davey
ae6112297a Default tint value should now be 0xffffff. Fix #5358 2020-10-15 12:19:17 +01:00
Richard Davey
37c9b0884d Updated Polygon points type. Fix #5357 2020-10-15 12:01:13 +01:00
Richard Davey
8a01ae1cb7 Call the component directly to avoid lots of function diving 2020-10-15 11:47:24 +01:00
Richard Davey
536f08a4bf Avoid deep diving into loads of functions 2020-10-15 11:47:11 +01:00
Richard Davey
67b787ab7c Update GetTilesWithinWorldXY.js 2020-10-15 11:09:52 +01:00
Richard Davey
db2fdc14d1 Update GetTileAt.js 2020-10-15 11:09:37 +01:00
Richard Davey
f130f5e9a3 Fixed incorrect parameter type 2020-10-15 11:09:19 +01:00
Richard Davey
b4fed98aa2 Update SetCollisionBetween.js 2020-10-15 11:08:18 +01:00
Richard Davey
8d2e7b08c5 Update World.js 2020-10-15 11:07:51 +01:00
Richard Davey
417e57c199 Update Collider.js 2020-10-15 11:07:27 +01:00
Richard Davey
0f87981f47 Improved docs 2020-10-15 11:07:22 +01:00
Richard Davey
c03b5af079 Use mesh size 2020-10-15 10:09:02 +01:00
Richard Davey
020cfab2d6 Fixed issue with no mesh specified and texture getting 2020-10-15 09:58:54 +01:00
Richard Davey
f17743dadf Changed updateProjectionMatrix to setPerspective and added setOrtho counterpart 2020-10-14 16:32:29 +01:00
Richard Davey
e79ec0c96c Generate Grid can now calculate w/h based on ortho texture 2020-10-14 16:32:06 +01:00
Richard Davey
675eec8103 Better attenuation 2020-10-14 15:16:35 +01:00
Richard Davey
cc167e158f Much better effect from the light shader 2020-10-14 11:57:58 +01:00
Richard Davey
d3d0c71fe4 Fixed shader for clip-space 2020-10-13 22:34:26 +01:00
Richard Davey
b1a5ce7f55 Testing new batched lights 2020-10-13 18:17:30 +01:00
Richard Davey
61c0e1c499 Moved Text out of 'static' folder, as it doesn't need to be in there 2020-10-13 11:04:46 +01:00
Richard Davey
8708255948 Removed Layer3D Game Object and old MeshPipeline 2020-10-13 10:56:21 +01:00
Richard Davey
9d23735a23 Lint fix 2020-10-13 10:51:17 +01:00
Richard Davey
19f581327e Removed Animation component because it would reset the UV coords every frame, so makes things overly complex 2020-10-13 10:50:42 +01:00
Richard Davey
98e877aaeb Preparing for beta 10 2020-10-12 16:29:39 +01:00
Richard Davey
b3a74a6d5d ParseTilesets will now correctly handle non-consequtive tile IDs. It also now correctly sets the maxId property, fixing a bug where tiles wouldn't render if from IDs outside the expected range. Fix #4367 2020-10-12 13:52:31 +01:00
Richard Davey
e526af7cb9 Lint fix 2020-10-12 13:38:57 +01:00
Richard Davey
3e2041a3c5 Overhauled createFromObjects to make it much more useful. Fix #3817 #4613 2020-10-12 13:31:30 +01:00
Richard Davey
80287f6ee4 Path fixes 2020-10-12 11:51:05 +01:00
Richard Davey
04d80a8b5c Allow use of old method calls for now 2020-10-12 11:50:13 +01:00
Richard Davey
24777aa327 No need for isoCullDistances, just use existing cullPadding properties 2020-10-12 11:42:01 +01:00
Richard Davey
607fec9450 Use a cached Rectangle for speed 2020-10-12 11:40:52 +01:00
Richard Davey
0ba1f08f80 The Static and Dynamic Tilemap Layer objects have been removed and consolidated into the new TilemapLayer class. 2020-10-12 11:40:40 +01:00
Richard Davey
fb11821730 Fixed lots of missing JSDocs 2020-10-12 11:33:33 +01:00
Richard Davey
ae4c45f14a Fixed renderer so it draws multi tileset isometric tiles properly 2020-10-11 23:05:08 +01:00
Richard Davey
f00bb446f8 Formating fix 2020-10-11 23:04:11 +01:00
Richard Davey
9e68f41118 Formatting 2020-10-11 23:04:00 +01:00
Richard Davey
39f74d2e95 Use a cached vector to save constant allocation and fixed y culling limit 2020-10-11 23:03:52 +01:00
Richard Davey
2e50061699 Opps :) 2020-10-10 11:38:16 +01:00
Richard Davey
7403887099 Preparing for beta 9 2020-10-09 17:56:37 +01:00