Richard Davey
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f26c931e09
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Update CHANGELOG-v3.50.md
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2020-10-21 11:46:04 +01:00 |
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Richard Davey
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4b1c5c1a0b
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Improved docs
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2020-10-21 11:30:49 +01:00 |
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Richard Davey
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eed8b6a080
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Update CHANGELOG-v3.50.md
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2020-10-21 11:19:16 +01:00 |
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Richard Davey
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7ffa615831
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The WebGLPipeline.flushLocked property has been removed. A pipeline can never flush in the middle of a flush anyway, so it was just wasting CPU cycles being set.
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2020-10-21 11:19:12 +01:00 |
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Richard Davey
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6ed84e2f34
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Added Mesh.ignoreDirtyCache flag.
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2020-10-21 10:15:12 +01:00 |
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Richard Davey
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774b6987c4
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Added Face.alpha getter and setter
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2020-10-21 10:14:56 +01:00 |
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Richard Davey
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ce3645cbb2
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Don't check skeleton alpha, use flags instead.
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2020-10-20 17:57:59 +01:00 |
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Richard Davey
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552c2a15a6
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Update CHANGELOG-v3.50.md
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2020-10-20 14:01:34 +01:00 |
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Richard Davey
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aada315bbc
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When setting both transparent: true and backgroundColor in the Game Config, it would ignore the transparency and use the color anyway. If transparent, the game is now fully transparent. Fix #5362
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2020-10-20 14:01:31 +01:00 |
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Richard Davey
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8bb1151aca
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Fixed RenderTexture.fill rgb order. Fix #5364
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2020-10-20 00:50:49 +01:00 |
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Richard Davey
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9972594e60
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Updated docs. FIx #4229
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2020-10-17 12:11:35 +01:00 |
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Richard Davey
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8e294ff0ca
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Update CHANGELOG-v3.50.md
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2020-10-17 12:08:09 +01:00 |
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Richard Davey
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146e27cb41
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Update CHANGELOG-v3.50.md
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2020-10-17 11:37:30 +01:00 |
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Richard Davey
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faec17f4b0
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Cameras.Scene2D.Events.FOLLOW_UPDATE is a new Event that is dispatched by a Camera when it is following a Game Object. It is dispatched every frame, right after the final Camera position and internal matrices have been updated. Use it if you need to react to a camera, using its most current position and the camera is following something. Fix #5253
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2020-10-17 11:37:27 +01:00 |
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Richard Davey
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29e13bef60
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Update CHANGELOG-v3.50.md
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2020-10-16 18:08:35 +01:00 |
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Richard Davey
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48d9eb6321
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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
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2020-10-16 18:08:31 +01:00 |
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Richard Davey
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5605a683ac
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Update CHANGELOG-v3.50.md
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2020-10-16 17:57:29 +01:00 |
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Richard Davey
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675e43350d
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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
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2020-10-16 17:57:26 +01:00 |
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Richard Davey
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7a849e249d
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Update CHANGELOG-v3.50.md
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2020-10-16 17:53:01 +01:00 |
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Richard Davey
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85a284d095
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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
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2020-10-16 17:52:59 +01:00 |
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Richard Davey
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5ed1368508
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Update CHANGELOG-v3.50.md
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2020-10-16 17:32:24 +01:00 |
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Richard Davey
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1aaecbe703
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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
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2020-10-16 17:32:22 +01:00 |
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Richard Davey
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fcb9c8a9f5
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Update CHANGELOG-v3.50.md
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2020-10-16 16:39:32 +01:00 |
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Richard Davey
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605ea31146
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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
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2020-10-16 16:39:30 +01:00 |
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Richard Davey
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165c9085e6
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New full build of Spine Plugin
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2020-10-16 15:14:55 +01:00 |
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Richard Davey
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709ea50d61
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New dist
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2020-10-16 15:13:15 +01:00 |
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Richard Davey
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7d8302e09c
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Added mention about masks to docs
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2020-10-16 15:13:10 +01:00 |
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Richard Davey
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87791be8ac
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New build
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2020-10-16 15:07:55 +01:00 |
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Richard Davey
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b96e15f2ec
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Handle child masking. Fix #5354
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2020-10-16 15:07:47 +01:00 |
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Richard Davey
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0fad1861ae
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Update GeometryMask.js
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2020-10-16 15:07:32 +01:00 |
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Richard Davey
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e99a069181
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New debug build
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2020-10-16 14:12:15 +01:00 |
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Richard Davey
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d4f75a5b7e
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Container specific changes
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2020-10-16 14:12:09 +01:00 |
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Richard Davey
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dc7bdf1e99
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We can just pass off to the existing render function. Yay!
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2020-10-16 14:11:56 +01:00 |
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Richard Davey
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7add222a87
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Update SpineGameObjectCanvasRenderer.js
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2020-10-16 14:11:40 +01:00 |
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Richard Davey
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9a2c7ab154
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Removed interpolationPercentage parameter
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2020-10-16 14:11:34 +01:00 |
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Richard Davey
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75f857b645
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Update WebGLRenderer.js
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2020-10-16 14:11:21 +01:00 |
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Richard Davey
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e50339b144
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Updated to use new filtered children list
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2020-10-16 14:11:15 +01:00 |
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Richard Davey
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beb26164a1
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New debug build
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2020-10-16 13:52:00 +01:00 |
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Richard Davey
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03bcacba2a
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Update SpineGameObjectWebGLRenderer.js
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2020-10-16 13:51:52 +01:00 |
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Richard Davey
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7020637b63
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Update CHANGELOG-v3.50.md
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2020-10-16 13:51:43 +01:00 |
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Richard Davey
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923b1351fa
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The Spine Plugin now uses a single instance of the Scene Renderer when running under WebGL. All instances of the plugin (installed per Scene) share the same base Scene Renderer, avoiding duplicate allocations and resizing events under multi-Scene games. Fix #5286
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2020-10-16 13:51:40 +01:00 |
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Richard Davey
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8e9ae2b732
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Update CHANGELOG-v3.50.md
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2020-10-16 11:38:27 +01:00 |
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Richard Davey
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ff893b801a
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New plugin build
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2020-10-16 11:38:23 +01:00 |
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Richard Davey
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71226a1548
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Testing if we can just pass off rendering directly.
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2020-10-16 11:38:16 +01:00 |
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Richard Davey
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3fa295f541
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Vastly reduced the complexity of the rendering. Now only gets called if it will actually render.
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2020-10-16 11:38:04 +01:00 |
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Richard Davey
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67f24ea363
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SpineGameObject.willRender is no longer hard-coded to return true . It instead now takes a Camera parameter and performs all of the checks needed before returning. Previously, this happened during the render functions.
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2020-10-16 11:37:23 +01:00 |
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Richard Davey
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d35ff331b2
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Now takes a pre-filtered list of children to render
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2020-10-16 11:36:00 +01:00 |
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Richard Davey
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84c1344f63
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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.
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2020-10-16 11:35:45 +01:00 |
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Richard Davey
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653c2ee600
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Parallel and divide by zero fix
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2020-10-15 18:08:35 +01:00 |
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Richard Davey
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1c37e2172f
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Update CHANGELOG-v3.50.md
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2020-10-15 12:20:27 +01:00 |
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