Robert Kowalski
827d6320e7
Remove old Mesh based Game Object detection for input and check if interactive config is empty
2024-02-07 15:52:17 -05:00
Robert Kowalski
798082c6c6
Mesh based Game Objects can use an input configuration Fixes #6510
2024-02-06 23:44:02 -05:00
Ben Richards
36a05e268a
Merge remote-tracking branch 'origin/master'
2024-02-07 12:00:45 +13:00
Ben Richards
719e7a5e73
Remove unnecessary checks around Text WebGL texture.
2024-02-07 11:50:33 +13:00
Robert Kowalski
d35e69ce25
Move resetCursor so it does not lose input Fix #6387
2024-02-05 18:38:42 -05:00
Ben Richards
7ed40fdf7d
Allow WebGL wrapper operations during context loss.
2024-02-05 16:40:16 +13:00
Ben Richards
06d463e92e
Fix text initialization in WebGL.
...
As `frame.glTexture` is now a getter, this would error out in strict mode.
Repeated texture updates would also generate new wrappers.
2024-02-05 15:39:17 +13:00
Ben Richards
a4e96855fc
Correct documentation of LightPipeline.currentNormalMap
.
2024-02-05 14:30:24 +13:00
Robert Kowalski
39b35580c9
Keep temp hit test when disabling interactivity Fix #6601
2024-02-02 17:56:45 -05:00
Robert Kowalski
2cf82a9b54
Merge pull request #6730 from samme/fix/static-body-reset-offset
...
Reapply offset when resetting static body
2024-02-02 16:17:23 -05:00
Richard Davey
604c34c13b
Stop tsgen from crashing!
2024-02-02 13:56:24 +00:00
Richard Davey
e00d12195d
Fixed incorrect jsdocs
2024-02-02 13:03:38 +00:00
Richard Davey
7bac75a2f4
Fixed some jsdoc name references and minor lint errors
2024-02-02 13:01:03 +00:00
Richard Davey
56f4c89938
Merge pull request #6725 from phaserjs/webgl-wrappers
...
Merge WebGL Context Loss work
2024-02-02 12:36:57 +00:00
Ben Richards
49e9d45435
Emit LOSE_WEBGL event.
...
Also rearrange RESTORE_WEBGL event code.
2024-02-02 21:57:28 +13:00
Ben Richards
d57b46e690
Tidy up wrappers on WebGLRenderer destroy.
2024-02-02 20:55:09 +13:00
Ben Richards
4fd8fc94c3
Fix WebGLShader recovery from WebGL context loss.
2024-02-02 20:50:39 +13:00
Ben Richards
6f36e8201d
Fix Shader recovery from WebGL context loss.
2024-02-02 17:43:53 +13:00
Ben Richards
1ad6a64a81
Ensure that Shader render target is correctly updated.
2024-02-02 16:52:50 +13:00
Ben Richards
ade7b57e3d
Restore WebGL extensions.
2024-02-02 16:29:24 +13:00
Ben Richards
b66028ec8e
Handle more invalidated state on WebGL context restore.
2024-02-02 15:53:03 +13:00
Ben Richards
4c849cb2f7
Tidy up WebGL Wrappers.
...
Dispose of all references on destroy.
Properly name WebGLProgramWrapper#initialize.
Remove renderer dependence in WebGLFramebufferWrapper.
2024-02-02 15:30:38 +13:00
Ben Richards
24d739ed72
Emit RESTORE_WEBGL event.
2024-02-02 11:33:27 +13:00
Richard Davey
221eb1ae5d
Added base64 property and onBase64Load method and removed data URI warnings
2024-02-01 19:23:26 +00:00
Richard Davey
324dcfba97
The XHRLoader
will now return a fake XHR result object containing the decoded base64 data if a base64 file is detected, skipping the creation of a real XML Http Request object.
2024-02-01 19:23:26 +00:00
Richard Davey
aa0d60786f
Update XMLFile.js
2024-02-01 19:23:26 +00:00
Richard Davey
8e4ea336c0
The ImageFile
will now default to using the Image Load Element if a base64 file is detected, instead of throwing a console warning about unsupported types.
2024-02-01 19:23:26 +00:00
Robert Kowalski
d967da83d2
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-02-01 13:10:42 -05:00
Robert Kowalski
0f55324632
pointerConstraint can't getWorldPoint with no camera. Fix #6684
2024-02-01 13:10:30 -05:00
Richard Davey
5bda070c98
The XHRLoader
will now listen for ontimeout
and if triggered it will hand over to the File.onError
handler. This prevents the Loader from stalling if a file times out. Fix #6472
2024-02-01 17:30:10 +00:00
Richard Davey
ceb92cb366
If you enable a Game Object for Input Debugging, the debug shape will no longer be rendered if the Game Object itself is not visible. Fix #6364
2024-02-01 17:25:52 +00:00
Richard Davey
d6d812fc86
Update Polygon docs re: getBounds. Fix #5441
2024-02-01 16:42:55 +00:00
Robert Kowalski
86b8364dd2
preventDefault in onTouchEndWindow when DOM elements are over input
2024-02-01 11:18:54 -05:00
Ben Richards
a0f066c543
Restore WebGL context.
...
All textures and shaders should automatically recover from WebGL
context loss.
Dynamic textures will lose their contents, unfortunately, as the texture
was stored on the GPU.
Frame buffers still have some bugs to work out.
2024-02-01 16:59:00 +13:00
Ben Richards
587b6e7bcd
Merge branch 'master' into webgl-wrappers
2024-02-01 11:00:08 +13:00
Richard Davey
a2f47d65c1
Modified RandomDataGenerator.weightedPick
method to avoid sampling past the last element. Fix #6701
2024-01-31 21:33:47 +00:00
Richard Davey
45f553d8af
x and y are non-optional. Fix #6518
2024-01-31 21:22:39 +00:00
Richard Davey
9bf53dd7c9
Added WebGLPipeline[]
as a valid type for the pipeline property
2024-01-31 21:18:11 +00:00
Robert Kowalski
bfce4b7269
Merge branch 'master' of https://github.com/phaserjs/phaser
2024-01-31 15:34:22 -05:00
Robert Kowalski
a48db68b53
The PlaceOnLine Action now supports ease functions
2024-01-31 15:34:19 -05:00
Richard Davey
cf27547793
The Matter.Body
function scale
has been updated so if the Body originally had an inertia
of Infinity
this will be restored at the end of the call. This happens if you set a Matter Body to have fixed rotation. Fix #6369
2024-01-31 20:32:10 +00:00
Richard Davey
51074c4567
The PostFXPipeline.postBatch
method will now skip onDraw
is the pipeline hasn't booted, introducing an artificial frame skip. This should potentially fix glitch errors on mobile devices where Post FX would appear corrupted for a single frame. Fix #6681
2024-01-31 20:23:43 +00:00
Richard Davey
c6c7fd60a6
The BloomFX
and BlurFX
and any custom pipeline that relies on using the UtilityPipeline
full or half frame targets will now correctly draw even after the renderer size changes. Fix #6677
2024-01-31 19:35:10 +00:00
Richard Davey
92065facf0
You can now specify an autoResize
boolean in the RenderTargetConfig
which is passed to the Render Targets when they are created by a pipeline.
2024-01-31 19:15:21 +00:00
Richard Davey
97967288b6
DynamicTexture.setSize
will now check to see if the glTexture
bound to the current frame is stale, and if so, destroy it before binding the one from the Render Target. This fixes an issue where constantly destroy and creating Dynamic Textures would cause a memory leak in WebGL. Fix #6669
2024-01-31 18:12:51 +00:00
Richard Davey
4ea4e55e0f
DynamicTexture
will now automatically call setSize(width, height)
for both WebGL and Canvas. Previously it only did it for WebGL. This fixes an issue where DynamicTextures in Canvas mode would have a width and height of -1. Fix #6682
2024-01-31 17:36:21 +00:00
Richard Davey
f258e11cb7
Merge pull request #6723 from samme/feature/renderer-custom-builds
...
Exclude the renderers by feature flag
2024-01-31 17:24:22 +00:00
Richard Davey
2489396d58
Updated docs
2024-01-31 17:15:38 +00:00
Richard Davey
f268ba3f6d
Removed debug code
2024-01-31 16:51:54 +00:00
Richard Davey
25787bde36
* The Layer.removeAll
, remove
and add
methods have been removed. These methods are all still available via the List
class that Layer inherits, but the destroyChild
parameters are no longer available.
2024-01-31 16:51:54 +00:00