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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ae6112297a
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Default tint value should now be 0xffffff. Fix #5358
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2020-10-15 12:19:17 +01:00 |
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Richard Davey
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37c9b0884d
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Updated Polygon points type. Fix #5357
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2020-10-15 12:01:13 +01:00 |
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Richard Davey
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8a01ae1cb7
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Call the component directly to avoid lots of function diving
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2020-10-15 11:47:24 +01:00 |
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Richard Davey
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536f08a4bf
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Avoid deep diving into loads of functions
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2020-10-15 11:47:11 +01:00 |
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Richard Davey
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67b787ab7c
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Update GetTilesWithinWorldXY.js
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2020-10-15 11:09:52 +01:00 |
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Richard Davey
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db2fdc14d1
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Update GetTileAt.js
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2020-10-15 11:09:37 +01:00 |
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Richard Davey
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f130f5e9a3
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Fixed incorrect parameter type
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2020-10-15 11:09:19 +01:00 |
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Richard Davey
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b4fed98aa2
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Update SetCollisionBetween.js
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2020-10-15 11:08:18 +01:00 |
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Richard Davey
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8d2e7b08c5
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Update World.js
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2020-10-15 11:07:51 +01:00 |
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Richard Davey
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417e57c199
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Update Collider.js
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2020-10-15 11:07:27 +01:00 |
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Richard Davey
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0f87981f47
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Improved docs
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2020-10-15 11:07:22 +01:00 |
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Richard Davey
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c03b5af079
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Use mesh size
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2020-10-15 10:09:02 +01:00 |
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Richard Davey
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020cfab2d6
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Fixed issue with no mesh specified and texture getting
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2020-10-15 09:58:54 +01:00 |
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Richard Davey
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f17743dadf
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Changed updateProjectionMatrix to setPerspective and added setOrtho counterpart
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2020-10-14 16:32:29 +01:00 |
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Richard Davey
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e79ec0c96c
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Generate Grid can now calculate w/h based on ortho texture
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2020-10-14 16:32:06 +01:00 |
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Richard Davey
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675eec8103
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Better attenuation
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2020-10-14 15:16:35 +01:00 |
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Richard Davey
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cc167e158f
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Much better effect from the light shader
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2020-10-14 11:57:58 +01:00 |
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Richard Davey
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d3d0c71fe4
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Fixed shader for clip-space
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2020-10-13 22:34:26 +01:00 |
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Richard Davey
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b1a5ce7f55
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Testing new batched lights
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2020-10-13 18:17:30 +01:00 |
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Richard Davey
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61c0e1c499
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Moved Text out of 'static' folder, as it doesn't need to be in there
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2020-10-13 11:04:46 +01:00 |
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Richard Davey
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8708255948
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Removed Layer3D Game Object and old MeshPipeline
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2020-10-13 10:56:21 +01:00 |
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Richard Davey
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9d23735a23
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Lint fix
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2020-10-13 10:51:17 +01:00 |
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Richard Davey
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19f581327e
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Removed Animation component because it would reset the UV coords every frame, so makes things overly complex
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2020-10-13 10:50:42 +01:00 |
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Richard Davey
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98e877aaeb
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Preparing for beta 10
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2020-10-12 16:29:39 +01:00 |
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Richard Davey
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b3a74a6d5d
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ParseTilesets will now correctly handle non-consequtive tile IDs. It also now correctly sets the maxId property, fixing a bug where tiles wouldn't render if from IDs outside the expected range. Fix #4367
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2020-10-12 13:52:31 +01:00 |
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Richard Davey
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e526af7cb9
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Lint fix
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2020-10-12 13:38:57 +01:00 |
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Richard Davey
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3e2041a3c5
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Overhauled createFromObjects to make it much more useful. Fix #3817 #4613
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2020-10-12 13:31:30 +01:00 |
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Richard Davey
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80287f6ee4
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Path fixes
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2020-10-12 11:51:05 +01:00 |
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Richard Davey
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04d80a8b5c
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Allow use of old method calls for now
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2020-10-12 11:50:13 +01:00 |
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Richard Davey
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24777aa327
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No need for isoCullDistances , just use existing cullPadding properties
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2020-10-12 11:42:01 +01:00 |
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Richard Davey
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607fec9450
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Use a cached Rectangle for speed
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2020-10-12 11:40:52 +01:00 |
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Richard Davey
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0ba1f08f80
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The Static and Dynamic Tilemap Layer objects have been removed and consolidated into the new TilemapLayer class.
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2020-10-12 11:40:40 +01:00 |
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Richard Davey
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fb11821730
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Fixed lots of missing JSDocs
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2020-10-12 11:33:33 +01:00 |
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Richard Davey
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ae4c45f14a
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Fixed renderer so it draws multi tileset isometric tiles properly
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2020-10-11 23:05:08 +01:00 |
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Richard Davey
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f00bb446f8
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Formating fix
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2020-10-11 23:04:11 +01:00 |
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Richard Davey
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9e68f41118
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Formatting
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2020-10-11 23:04:00 +01:00 |
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Richard Davey
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39f74d2e95
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Use a cached vector to save constant allocation and fixed y culling limit
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2020-10-11 23:03:52 +01:00 |
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Richard Davey
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2e50061699
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Opps :)
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2020-10-10 11:38:16 +01:00 |
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Richard Davey
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7403887099
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Preparing for beta 9
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2020-10-09 17:56:37 +01:00 |
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Richard Davey
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5639862010
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Update GenerateGridVerts.js
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2020-10-09 17:20:40 +01:00 |
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Richard Davey
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2801d3d804
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Added setUVs method
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2020-10-09 16:22:27 +01:00 |
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Richard Davey
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acfb6c469f
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Much more powerful grid generation now
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2020-10-09 16:22:19 +01:00 |
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Richard Davey
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caa69b673d
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Better debug rendering
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2020-10-09 14:57:07 +01:00 |
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Richard Davey
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65e4a7734a
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Updated docs
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2020-10-09 12:07:37 +01:00 |
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Richard Davey
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50a0f0705f
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Face is now responsible for determining if it can be rendered, or not. Split the update and load process into two.
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2020-10-09 11:55:00 +01:00 |
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Richard Davey
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abdd62dd57
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Will no longer render Faces it cannot see in the Camera
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2020-10-09 11:54:37 +01:00 |
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Richard Davey
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88feadb577
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Fixed JSDocs, added totalRendered property.
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2020-10-09 11:54:19 +01:00 |
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