Commit graph

15452 commits

Author SHA1 Message Date
Richard Davey
6ca50d2364
Merge pull request #5333 from samme/patch-5
Correct description for Body.setCollideWorldBounds
2020-09-28 17:25:01 +01:00
Richard Davey
a4902b3d76 Update CHANGELOG-v3.50.md 2020-09-28 17:00:18 +01:00
Richard Davey
f9803774dd The Line Game Object will now default its width and height to 1, rather than zero. This allows you to give Line objects a physics body (although you will still need to re-adjust the center of the body manually). Fix #4596 2020-09-28 17:00:15 +01:00
samme
c13ca98a27
Correct description for Body.setCollideWorldBounds 2020-09-28 08:15:53 -07:00
Richard Davey
169cf0afb6 Update CHANGELOG-v3.50.md 2020-09-28 15:52:06 +01:00
Richard Davey
1d66284a22 Removed debug logs and finished JSDocs 2020-09-28 15:25:43 +01:00
Richard Davey
34be82a20c Added processX and processY methods 2020-09-28 15:25:28 +01:00
Richard Davey
4d484e2c0c Updated to handle face blocking and all possible checks 2020-09-28 13:07:32 +01:00
Richard Davey
731e661d56 No longer needed 2020-09-28 13:07:11 +01:00
Richard Davey
7a98cc60e0 Deps update 2020-09-28 09:25:56 +01:00
Richard Davey
4785953368 Merge branch 'master' of https://github.com/photonstorm/phaser 2020-09-28 08:07:23 +01:00
Richard Davey
09c2a2d622 Testing new separation 2020-09-28 08:07:19 +01:00
Richard Davey
30b514fc58
Merge pull request #5326 from samme/fix/body-setOffset
Remove Arcade.Body#updateCenter() in Arcade.Body#setOffset()
2020-09-26 10:19:53 +01:00
Richard Davey
da25b68c27
Merge pull request #5325 from samme/docs/misc-8
Docs: Arcade Physics
2020-09-26 10:19:29 +01:00
Stefan Karner
f4b2b34535 Fix drawing Group to RenderTexture
Group children (generic GameObjects) expect a 'camera' argument
in their 'willRender' function
2020-09-26 10:25:22 +02:00
samme
639a93583f Remove updateCenter() in setOffset() 2020-09-25 14:42:56 -07:00
samme
d0f6070e14 Docs: Arcade.Body#setOffset 2020-09-25 14:37:26 -07:00
samme
13c27064a8 Docs: Arcade.Body#reset
Only game object receives the passed coordinates
2020-09-25 14:19:12 -07:00
Richard Davey
bed716e382 X Separation working properly in all cases. Now to adjust Y. 2020-09-25 21:25:01 +01:00
Richard Davey
7630b8e28d Testing new Separation logic (Y done, X in progress) 2020-09-25 18:01:40 +01:00
Richard Davey
2bcf1f70be Testing new separation logic (incomplete atm) 2020-09-24 18:10:11 +01:00
Richard Davey
da78d3ee42 Tidy up docs 2020-09-24 18:10:00 +01:00
Richard Davey
69b8458bb8 Added new pushable component 2020-09-24 18:09:49 +01:00
Richard Davey
5e5be4cc98 Update CHANGELOG-v3.50.md 2020-09-24 11:05:30 +01:00
Richard Davey
b64d63f60e When running an Arcade Physics overlap test against a StaticBody, it will no longer set the blocked states of the dynamic body. If you are doing a collision test, they will still be set, but they're skipped for overlap-only tests. Fix #4435 2020-09-24 11:04:56 +01:00
Richard Davey
023a9bbc1c Update CHANGELOG-v3.50.md 2020-09-24 10:32:51 +01:00
Richard Davey
aa3544310c When taking a snapshot in WebGL it would often have an extra line of empty pixels at the top of the resulting image, due to a rounding error in the WebGLSnapshot function. Fix #4956 2020-09-24 10:32:47 +01:00
Richard Davey
2baa02007d Update CHANGELOG-v3.50.md 2020-09-24 09:36:18 +01:00
Richard Davey
6484bc3607 Make it clear in the docs that you cannot mix blend modes and bitmap masks. Fix #4853 2020-09-24 09:36:15 +01:00
Richard Davey
33f9b4e4aa Update CHANGELOG-v3.50.md 2020-09-24 09:26:45 +01:00
Richard Davey
4748c7c7fc WebGLRenderer.defaultScissor is a new property that holds the default scissor dimensions for the renderer. This is modified during resize and avoids continuous array generation in the preRender loop. 2020-09-24 09:26:41 +01:00
Richard Davey
859ba53ee8 Update CHANGELOG-v3.50.md 2020-09-23 18:14:53 +01:00
Richard Davey
f3b20a7323 Update CHANGELOG-v3.50.md 2020-09-23 18:10:16 +01:00
Richard Davey
e004fa47fc Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.. It now renders as expected. Fix #4675 2020-09-23 18:10:12 +01:00
Richard Davey
ee88f78f87 Update CHANGELOG-v3.50.md 2020-09-23 17:59:20 +01:00
Richard Davey
5f28ff64a2 New clearMask and createMask methods and tidied up structure 2020-09-23 17:59:17 +01:00
Richard Davey
c6f533b872 Fixed legacy interpolation parameters 2020-09-23 17:55:29 +01:00
Richard Davey
232f8e0ebc Updated to use new uniforms and fixed renderWebGL parameters 2020-09-23 17:55:03 +01:00
Richard Davey
bba88b32d8 Fixed property name 2020-09-23 17:15:32 +01:00
Richard Davey
0206c1a1a2 Update CHANGELOG-v3.50.md 2020-09-23 13:09:00 +01:00
Richard Davey
1f9243fe81
Merge pull request #5322 from samme/feature/setMaxVelocity
Set maxVelocity in PhysicsGroupConfig
2020-09-23 13:06:52 +01:00
Richard Davey
0680ff1664 Update CHANGELOG-v3.50.md 2020-09-23 13:04:20 +01:00
Richard Davey
63bac3a13d The Loader.maxParallelDownloads value is now set to 6 if running on Android, or 32 on any other OS. This avoids net::ERR_FAILED issues specifically on Android. You can still override this in the Game Config if you wish. Fix #4957 2020-09-23 13:04:18 +01:00
Richard Davey
6b72f39a03 Update CHANGELOG-v3.50.md 2020-09-23 12:59:06 +01:00
Richard Davey
8d51e8ab2c Fix #4859 2020-09-23 12:59:03 +01:00
Richard Davey
f7a1355161 Update CHANGELOG-v3.50.md 2020-09-23 12:46:58 +01:00
Richard Davey
212e7aa301 The Shape class now includes the ComputedSize component properties and methods directly in the class, rather than applying as a mixin. setSize is now flagged as being private, because it shouldn't be used on Shape classes, which was leading to confusion as it appeared in the public-facing API. Fix #4811 2020-09-23 12:46:55 +01:00
Richard Davey
f16e1c09f3 Lint fix 2020-09-23 12:39:21 +01:00
Richard Davey
59b698fcb7 Update CHANGELOG-v3.50.md 2020-09-23 12:37:54 +01:00
Richard Davey
e7926674b8 The Graphics WebGL Renderer will now default to pathOpen = true. This fixes issues under WebGL where, for example, adding an arc and calling strokePath, without first calling beginPath will no longer cause rendering artefacts when WebGL tries to close the path with a single tri. 2020-09-23 12:34:20 +01:00