Richard Davey
cde1210523
The Container WebGLRenderer will now handle child new type switching, allowing you to carry on with a batch of same-type Game Objects even if they're nested within Containers. Fix #4710
2019-09-27 15:41:51 +01:00
Richard Davey
5d75a4a7da
The Spine Game Object will no longer set the default skin name to be 'default', it will leave the name empty. Fix #4764
2019-09-27 13:48:17 +01:00
Richard Davey
af53cf6a02
Update CHANGELOG.md
2019-09-27 13:44:43 +01:00
Richard Davey
f2a0594c40
New Debug Plugin build
2019-09-27 13:44:38 +01:00
Richard Davey
4462c98b89
Removed commented-out code
2019-09-27 13:44:12 +01:00
Richard Davey
850d46bde3
Fixed Texture Atlas cache issue, Scene Renderer disposal and GameObjectFactory bindings
2019-09-27 13:43:56 +01:00
Richard Davey
467e18598a
Upgraded to Spine 3.8 runtimes
2019-09-27 11:29:58 +01:00
Richard Davey
b354b3ad52
Added Spine 3.8 TypeScript defs
2019-09-27 11:29:42 +01:00
Richard Davey
c59aa16bb4
Leaderboard
extends Event Emitter, which was missing in the TypeScript defs. Fix #4703
2019-09-26 13:45:01 +01:00
Richard Davey
9485eef5c7
Leaderboard.getConnectedScores
incorrectly specified two parameters, neither of which were used. Fix #4702
2019-09-26 13:42:59 +01:00
Richard Davey
c6e7213fe4
The documentation for the chooseContext
method has been fixed. Fix #4425
2019-09-26 13:36:36 +01:00
Richard Davey
82401fc74f
Calling gameStarted
in a game that doesn't load any assets would cause the error {code: "INVALID_OPERATION", message: "Can not perform this operation before game start."}
. The plugin will now has a new internal method gameStartedHandler
and will redirect the flow accordingly based on asset loading. Fix #4550
2019-09-26 13:20:59 +01:00
Richard Davey
163ab4fc19
Calling showAd
or showVideoAd
will now check to see if the ad has already been displayed, and skip it when iterating the ads array, allowing you to display an ad with the same Placement ID without preloading it again. Fix #4728
2019-09-26 13:11:28 +01:00
Richard Davey
107bccf105
Tween.updateTo
would break out of the TweenData iteration as soon as it adjusted the first matching key, causing tweens acting on multiple targets to only update the first target. It now updates them all. Fix #4763
2019-09-26 12:46:55 +01:00
Richard Davey
719c2322ad
Update CHANGELOG.md
2019-09-26 12:42:36 +01:00
Richard Davey
1d30497a8f
Merge pull request #4745 from yhwh/enhancement/WebGLPipeline
...
update vertexComponentCount in WebGLPipeline addAttribute
2019-09-26 12:41:35 +01:00
Richard Davey
f3e18000f2
Merge pull request #4760 from rexrainbow/blitter-enhancement
...
Set dirty flag only when render state of bob is changed
2019-09-26 12:32:34 +01:00
Richard Davey
7584b9b17f
Merge pull request #4752 from funnisimo/separateCircle
...
FIX #4751 - Physics.Arcade.World.separateCircle - weird effects when …
2019-09-26 12:30:18 +01:00
Richard Davey
800aac5820
Merge pull request #4749 from funnisimo/hitTest
...
Fix for Issue #4748 - Physics.Arcade.Body.hitTest - bug with circles
2019-09-26 12:27:14 +01:00
Richard Davey
8c18699e74
A hasOwnProperty
check has been applied to the SceneManager.createSceneFromObject
method when parsing additional properties in the extend
object
2019-09-26 12:24:59 +01:00
Richard Davey
d4bb75fd8d
Update CHANGELOG.md
2019-09-26 12:17:16 +01:00
Richard Davey
ddc1a136ce
MatterPhysics.shutdown
could try to access properties that may have been previously removed during the Game.destroy process, causing a console error. It now checks properties before removing events from them
2019-09-26 12:17:16 +01:00
Richard Davey
4be4ba4823
Merge pull request #4707 from MatthewAlner/Bug#4706-ignored-attempt-to-cancel-a-touchstart
...
Bug#4706 add `event.cancelable` check
2019-09-26 12:09:06 +01:00
Richard Davey
1e8fcc0ee1
Merge pull request #4761 from rexrainbow/rendertexture-enhancement
...
Update display-origin when resizing
2019-09-26 12:05:24 +01:00
Richard Davey
b704fdd680
Merge branch 'master' of https://github.com/photonstorm/phaser
2019-09-24 12:36:32 +01:00
Richard Davey
d875a59958
InteractiveObject.alwaysEnabled
is a new boolean that allows an interactive Game Object to always receive input events, even if it's invisible or won't render.
2019-09-24 12:36:28 +01:00
Hua
2559a06705
Merge branch 'master' of https://github.com/rexrainbow/phaser
2019-09-23 08:55:32 +08:00
Rex
6deec2c44b
Also resize hit-area when resizing
2019-09-21 20:24:26 +08:00
Rex
08a2082d46
Update display-origin when resizing
2019-09-21 20:21:09 +08:00
Rex
7795713ab5
Set dirty flag only when render state of bob is changed
2019-09-21 20:15:56 +08:00
Richard Davey
5c04e20b20
The private Shader._savedKey
property has been removed as it wasn't used anywhere internally.
2019-09-20 14:48:41 +01:00
Richard Davey
bc5c7cf7ab
When calling Shader.setRenderToTexture()
it will now draw the shader just once, immediately to the texture, to avoid the texture being blank for a single frame (thanks Kyle)
2019-09-19 23:32:40 +01:00
Funnisimo
4455237967
need to do velocity based separation too
2019-09-19 14:13:07 -05:00
Richard Davey
9f8e9d2afc
InputPlugin.processDragMove
has been updated so that the resulting dragX
and dragY
values, sent to the event handler, now compensate for the scale of the Game Objects parent container, if inside of one. This means dragging a child of a scale Container will now still drag at 'full' speed.
2019-09-16 15:47:18 +01:00
Richard Davey
d41e0899ab
Update CHANGELOG.md
2019-09-13 19:18:17 +01:00
Funnisimo
b7ff2c02ae
FIX #4751 - Physics.Arcade.World.separateCircle - weird effects when bounce=0
2019-09-13 11:34:11 -05:00
Funnisimo
4bffc5a341
updated for lint
2019-09-12 10:09:47 -05:00
Funnisimo
bfcfde52f9
FIX : #4748 Physics.Arcade.Body.hitTest - bug with circles
2019-09-12 10:02:01 -05:00
Nicolas Ferrero
a76e3c7cb6
update vertexComponentCount in WebGLPipeline
2019-09-10 18:55:30 +03:00
Richard Davey
6a40d6fa92
Merge pull request #4744 from yhwh/bug/RenderTextureResize
...
RenderTexture would not update texture size on resize
2019-09-10 15:48:21 +01:00
Nicolas Ferrero
18060a841e
RenderTexture would not update texture size on resize
2019-09-10 17:03:52 +03:00
Richard Davey
5b10c07d2e
ArcadePhysics.Body.checkWorldBounds
would incorrectly report as being on the World bounds if the blocked.none
flag had been toggled elsewhere in the Body. It now only sets if it toggles a new internal flag
2019-09-05 16:06:08 +01:00
Richard Davey
d0c40b647f
SpineCanvasPlugin.shutdown
would try to dispose of the sceneRenderer
, but the property isn't set for Canvas.
2019-09-04 14:25:56 +01:00
Richard Davey
fc5630cb72
The displayWidth
and height should never be negative.
2019-08-30 19:35:52 +01:00
Richard Davey
67e28efd2e
Removed dead code
2019-08-30 03:47:58 +01:00
Richard Davey
e3039ffb64
Added antialiasGL
option
2019-08-29 11:46:58 +01:00
Ben Richards
95d413dc3f
Fix friction issues at low frame rates or repeated physics steps.
...
- Add `prevFrame` to hold previous frame positions (`prev` now holds
previous step positions explicitly).
- Reset `prev` per step, fixing physics that relies on it.
- Remove `_reset` in favour of `moves`, which was all it ever checked.
Ironically, `_reset` never reset itself.
- Remove some `postUpdate` property setting which is now unnecessary.
The `prev` values now update just before they're used, so if you check
them outside the physics step, they reflect the previous step.
- Reset `World#stepsLastFrame` per frame, so it won't get stuck on.
2019-08-29 10:06:10 +12:00
Ben Richards
fd0dd79417
Prevent objects from sinking into tilemaps at low frame rates.
...
Because `blocked` would be set by the first collision,
repeated steps would then skip it, and allow gravity or acceleration
to ignore tiles in that direction for those steps.
2019-08-29 10:06:10 +12:00
Richard Davey
24f0187028
Preparing for 3.20 dev
2019-08-28 12:03:38 +01:00
Richard Davey
6887e7b4f0
JSDoc fix
2019-08-28 12:00:19 +01:00