Commit graph

19920 commits

Author SHA1 Message Date
Richard Davey
070e42d64e
Merge pull request #6648 from samme/fix/PutTileAt-2
Fix TypeError in PutTileAt()
2023-11-08 15:28:12 +00:00
Richard Davey
315e3b757f
Merge pull request #6653 from PresentCreativeLLC/TextColorGradient
Extended color and stroke definitions
2023-11-08 15:27:23 +00:00
Richard Davey
d9f2891292
Merge pull request #6660 from neki-dev/master
Fixed jsdoc for GetRandom
2023-11-08 15:26:40 +00:00
Richard Davey
435faa627c Update CHANGELOG-v3.61.md 2023-11-08 15:24:42 +00:00
Richard Davey
c27dbd71ac Update CHANGELOG-v3.61.md 2023-11-08 12:35:23 +00:00
Richard Davey
2c8b70e4f7 Respect the disable fx flags and only create the pipelines and render targets as needed 2023-11-08 12:35:19 +00:00
Richard Davey
cc931f869c Added disablePreFX and disablePostFX flags 2023-11-08 12:34:46 +00:00
Richard Davey
eea31c7be8 Structs.Map.setAll is a new method that allows you to pass an array of elements to be set into the Map. This is a chainable method. 2023-11-08 12:09:05 +00:00
Richard Davey
b111d64097 Update CHANGELOG-v3.61.md 2023-11-07 23:42:17 +00:00
Richard Davey
ec5a695a5c PostFXPipeline.bootFX is a new method, which is the previous boot method but renamed. This is no longer called from the constructor, but instead when the Post FX Pipeline is activated by the Pipeline Manager. This means that the resources the Post FX requires, such as creating Render Targets and shaders, is delayed until the FX is actually used, saving on memory. 2023-11-07 23:42:04 +00:00
Richard Davey
274bd16de0 Update CHANGELOG-v3.61.md 2023-11-07 22:53:20 +00:00
Richard Davey
d3050a05fc The MultiPipeline.batchTexture method has a new optional boolean parameter skipPrePost that will force the call to ignore calling the preBatch and postBatch Pipeline Manager methods for the Game Object. This allows you to skip the overhead of calling them if you know you don't need them. 2023-11-07 22:53:14 +00:00
Richard Davey
52619b26f9 Set missing uniforms to get FX working again :) 2023-11-07 22:51:38 +00:00
Richard Davey
ed5c44a65e Fixed an issue in the way the Tilemap WebGL Renderer would call batchTexture that meant if you applied a PostFX to a Tilemap it would apply the fx for every single tile in the layer, instead of just once per layer. In a simple map this fix has reduced draw calls from over 12,000 to just 52, making it useable. 2023-11-07 22:51:11 +00:00
Richard Davey
86225b5215 Update CHANGELOG-v3.61.md 2023-11-07 18:53:56 +00:00
Richard Davey
94c810fd39 Remove false param to setQuad 2023-11-07 18:53:51 +00:00
Richard Davey
0431796d94 false is the default now 2023-11-07 18:52:46 +00:00
Richard Davey
89ceaa288a Remove roundPixels 2023-11-07 18:52:30 +00:00
Richard Davey
755950760b Remove rounding 2023-11-07 18:52:23 +00:00
Richard Davey
34f282397c The TransformMatrix.setQuad method signature has changed slightly. The roundPixels parameter is now optional and defaults to false. Previously, you always had to set it. 2023-11-07 18:50:42 +00:00
Richard Davey
3e859bcfd3 Update CHANGELOG-v3.61.md 2023-11-07 18:44:03 +00:00
Richard Davey
71e9e517a8 The Game Config roundPixels property is now true by default. This means that all Game Objects will be positioned and rendered with pixel-perfect precision, which is by far the most common use-case for Phaser games. This will prevent sub-pixelation when rendering at non-integer offsets and smoother scrolling, especially at high Camera zoom scales. If you wish to disable this, you can do so via the Game Config, or by setting the roundPixels property in the Game Config to false. 2023-11-07 18:41:00 +00:00
Richard Davey
77deea9f23 Beta 5 2023-11-07 18:37:42 +00:00
Richard Davey
f96b557f4c The MultiPipeline.batchSprite method (which is also used by the Single Pipeline and Mobile Pipeline) will no longer use roundPixels when calculating the quad vertex data. It also won't apply it to any of the sprite values. This is all now handled in the shader directly. 2023-11-07 18:37:34 +00:00
Richard Davey
7590600b5e Camera.preRender will no longer round the origin, follow coordinates or scrollX/Y coordinates. It will still round the World view. 2023-11-07 18:31:48 +00:00
Richard Davey
df846bdab3 CanvasRenderer.batchSprite has been updated to correctly use the Camera roundPixels property and apply it to the drawImage call. 2023-11-07 18:30:02 +00:00
Richard Davey
a26f827650 Optimized setTextureFilter 2023-11-07 18:28:27 +00:00
Richard Davey
d799c06031 Update TransformMatrix.js
* `TransformMatrix.setToContext` will now use `setTransform(this)` as 'this' is an equivalent object that this method can natively take.
* `TransformMatrix.setQuad` no longer uses an anonymous function for `roundPixels`, which will help with performance.
2023-11-07 18:27:47 +00:00
Richard Davey
4564216c54 Set the context from the CanvasTexture 2023-11-07 18:25:36 +00:00
Richard Davey
84282e838c Update CHANGELOG-v3.61.md 2023-11-07 17:47:00 +00:00
Richard Davey
b0c2dcf463 Remove the gx/gy rounding (un-needed) and pass the roundPixels value to setQuad 2023-11-07 15:26:58 +00:00
Richard Davey
1b12993898 Updated jsdocs 2023-11-07 15:26:07 +00:00
Richard Davey
e36d43533c Updated shaders to use 'round' glsl instead of 'floor' 2023-11-07 15:23:57 +00:00
Richard Davey
91b145915c Don't use the anonymous function, just a boolean check 2023-11-06 18:54:11 +00:00
Richard Davey
29dc04c8cf Update CHANGELOG-v3.61.md 2023-11-03 19:02:56 +00:00
Richard Davey
5812b4b7a7 Fixed issue with Dynamic Textures and Render Textures not displaying until resized. Fix #6662 2023-11-03 19:02:52 +00:00
Richard Davey
5aa409e8f3 RenderTarget.willResize is a new method that will return true if the Render Target will be resized as a result of the new given width and height values. 2023-11-03 19:02:20 +00:00
Richard Davey
ef1ef79f4f v3.61 Beta 4 2023-10-27 16:39:35 +01:00
Richard Davey
2bf377b44d Update CHANGELOG-v3.61.md 2023-10-27 16:38:28 +01:00
Richard Davey
d589637b21 Beta 4 2023-10-27 16:38:24 +01:00
neki-dev
5f02636daa Fixed jsdoc for GetRandom 2023-10-27 17:22:39 +02:00
neki-dev
23ffdf5602 Revert "Fixed types for GetRandom"
This reverts commit df8439a515.
2023-10-27 17:22:08 +02:00
neki-dev
df8439a515 Fixed types for GetRandom 2023-10-27 16:56:18 +02:00
Richard Davey
4d555958de Added setDirectControl to allow a body to calculate velocity from position changes
Also added component method and internal autoFrame vec2.
2023-10-26 23:03:08 +01:00
Richard Davey
fbec8aebc9 Working through auto update optimizations 2023-10-26 22:03:18 +01:00
Richard Davey
fd1f0b3d68 Merge branch 'master' of https://github.com/photonstorm/phaser 2023-10-26 21:07:41 +01:00
Richard Davey
d66a4e7b65 Updated jsdocs 2023-10-26 21:07:39 +01:00
Richard Davey
f4a9b993cc Testing Body.autoUpdate 2023-10-26 19:02:19 +01:00
Richard Davey
6dd1017fd9 Docs update 2023-10-26 19:02:02 +01:00
Alvaro Estrada
dedd6c3438 Added missing property definitions
* Added missing parenthesis in the previous additions
* Added the definitions missing in the Text class
2023-10-16 15:59:33 -06:00