Richard Davey
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6ca50d2364
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Merge pull request #5333 from samme/patch-5
Correct description for Body.setCollideWorldBounds
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2020-09-28 17:25:01 +01:00 |
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Richard Davey
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a4902b3d76
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Update CHANGELOG-v3.50.md
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2020-09-28 17:00:18 +01:00 |
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Richard Davey
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f9803774dd
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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
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2020-09-28 17:00:15 +01:00 |
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samme
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c13ca98a27
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Correct description for Body.setCollideWorldBounds
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2020-09-28 08:15:53 -07:00 |
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Richard Davey
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169cf0afb6
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Update CHANGELOG-v3.50.md
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2020-09-28 15:52:06 +01:00 |
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Richard Davey
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1d66284a22
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Removed debug logs and finished JSDocs
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2020-09-28 15:25:43 +01:00 |
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Richard Davey
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34be82a20c
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Added processX and processY methods
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2020-09-28 15:25:28 +01:00 |
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Richard Davey
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4d484e2c0c
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Updated to handle face blocking and all possible checks
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2020-09-28 13:07:32 +01:00 |
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Richard Davey
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731e661d56
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No longer needed
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2020-09-28 13:07:11 +01:00 |
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Richard Davey
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7a98cc60e0
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Deps update
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2020-09-28 09:25:56 +01:00 |
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Richard Davey
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4785953368
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2020-09-28 08:07:23 +01:00 |
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Richard Davey
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09c2a2d622
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Testing new separation
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2020-09-28 08:07:19 +01:00 |
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Richard Davey
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30b514fc58
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Merge pull request #5326 from samme/fix/body-setOffset
Remove Arcade.Body#updateCenter() in Arcade.Body#setOffset()
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2020-09-26 10:19:53 +01:00 |
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Richard Davey
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da25b68c27
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Merge pull request #5325 from samme/docs/misc-8
Docs: Arcade Physics
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2020-09-26 10:19:29 +01:00 |
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Stefan Karner
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f4b2b34535
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Fix drawing Group to RenderTexture
Group children (generic GameObjects) expect a 'camera' argument
in their 'willRender' function
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2020-09-26 10:25:22 +02:00 |
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samme
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639a93583f
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Remove updateCenter() in setOffset()
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2020-09-25 14:42:56 -07:00 |
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samme
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d0f6070e14
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Docs: Arcade.Body#setOffset
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2020-09-25 14:37:26 -07:00 |
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samme
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13c27064a8
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Docs: Arcade.Body#reset
Only game object receives the passed coordinates
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2020-09-25 14:19:12 -07:00 |
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Richard Davey
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bed716e382
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X Separation working properly in all cases. Now to adjust Y.
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2020-09-25 21:25:01 +01:00 |
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Richard Davey
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7630b8e28d
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Testing new Separation logic (Y done, X in progress)
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2020-09-25 18:01:40 +01:00 |
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Richard Davey
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2bcf1f70be
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Testing new separation logic (incomplete atm)
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2020-09-24 18:10:11 +01:00 |
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Richard Davey
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da78d3ee42
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Tidy up docs
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2020-09-24 18:10:00 +01:00 |
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Richard Davey
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69b8458bb8
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Added new pushable component
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2020-09-24 18:09:49 +01:00 |
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Richard Davey
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5e5be4cc98
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Update CHANGELOG-v3.50.md
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2020-09-24 11:05:30 +01:00 |
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Richard Davey
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b64d63f60e
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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
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2020-09-24 11:04:56 +01:00 |
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Richard Davey
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023a9bbc1c
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Update CHANGELOG-v3.50.md
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2020-09-24 10:32:51 +01:00 |
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Richard Davey
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aa3544310c
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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
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2020-09-24 10:32:47 +01:00 |
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Richard Davey
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2baa02007d
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Update CHANGELOG-v3.50.md
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2020-09-24 09:36:18 +01:00 |
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Richard Davey
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6484bc3607
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Make it clear in the docs that you cannot mix blend modes and bitmap masks. Fix #4853
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2020-09-24 09:36:15 +01:00 |
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Richard Davey
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33f9b4e4aa
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Update CHANGELOG-v3.50.md
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2020-09-24 09:26:45 +01:00 |
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Richard Davey
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4748c7c7fc
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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.
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2020-09-24 09:26:41 +01:00 |
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Richard Davey
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859ba53ee8
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Update CHANGELOG-v3.50.md
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2020-09-23 18:14:53 +01:00 |
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Richard Davey
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f3b20a7323
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Update CHANGELOG-v3.50.md
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2020-09-23 18:10:16 +01:00 |
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Richard Davey
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e004fa47fc
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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
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2020-09-23 18:10:12 +01:00 |
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Richard Davey
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ee88f78f87
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Update CHANGELOG-v3.50.md
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2020-09-23 17:59:20 +01:00 |
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Richard Davey
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5f28ff64a2
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New clearMask and createMask methods and tidied up structure
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2020-09-23 17:59:17 +01:00 |
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Richard Davey
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c6f533b872
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Fixed legacy interpolation parameters
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2020-09-23 17:55:29 +01:00 |
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Richard Davey
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232f8e0ebc
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Updated to use new uniforms and fixed renderWebGL parameters
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2020-09-23 17:55:03 +01:00 |
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Richard Davey
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bba88b32d8
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Fixed property name
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2020-09-23 17:15:32 +01:00 |
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Richard Davey
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0206c1a1a2
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Update CHANGELOG-v3.50.md
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2020-09-23 13:09:00 +01:00 |
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Richard Davey
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1f9243fe81
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Merge pull request #5322 from samme/feature/setMaxVelocity
Set maxVelocity in PhysicsGroupConfig
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2020-09-23 13:06:52 +01:00 |
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Richard Davey
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0680ff1664
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Update CHANGELOG-v3.50.md
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2020-09-23 13:04:20 +01:00 |
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Richard Davey
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63bac3a13d
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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
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2020-09-23 13:04:18 +01:00 |
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Richard Davey
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6b72f39a03
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Update CHANGELOG-v3.50.md
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2020-09-23 12:59:06 +01:00 |
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Richard Davey
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8d51e8ab2c
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Fix #4859
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2020-09-23 12:59:03 +01:00 |
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Richard Davey
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f7a1355161
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Update CHANGELOG-v3.50.md
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2020-09-23 12:46:58 +01:00 |
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Richard Davey
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212e7aa301
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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
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2020-09-23 12:46:55 +01:00 |
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Richard Davey
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f16e1c09f3
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Lint fix
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2020-09-23 12:39:21 +01:00 |
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Richard Davey
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59b698fcb7
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Update CHANGELOG-v3.50.md
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2020-09-23 12:37:54 +01:00 |
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Richard Davey
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e7926674b8
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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.
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2020-09-23 12:34:20 +01:00 |
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