Richard Davey
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2780babe10
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Final Doc Jam merge
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2018-12-03 15:16:23 +00:00 |
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Richard Davey
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6f8759c186
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Whenever Camera.roundPixels was enabled it would use a bitwise operation to truncate the float (x |= 0 ) - this has been replaced across all files that used it, with a call to Math.round instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects.
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2018-11-30 10:27:25 +00:00 |
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Richard Davey
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fafc597b4c
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Added fillRect back in for non-transparent canvas
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2018-11-28 15:49:24 +00:00 |
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Richard Davey
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b0df6892b5
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The Canvas SetTransform method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera.
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2018-11-27 13:54:59 +00:00 |
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Richard Davey
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8cd45a72b2
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ESLint fixes
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2018-11-20 11:02:19 +00:00 |
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Richard Davey
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eb5da1f26d
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Docs update
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2018-11-16 10:56:43 +00:00 |
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Richard Davey
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41343e3102
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Removed copy paste error
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2018-11-16 10:46:22 +00:00 |
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Richard Davey
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5147fb281a
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Added new Blend Modes.
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2018-11-13 15:10:25 +00:00 |
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Richard Davey
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48686881dc
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Removed clearColor. CSS now handles this. Context always transparent.
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2018-11-13 15:10:10 +00:00 |
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Richard Davey
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1b51ef1130
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Remove fillRect. CSS now handles the background color.
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2018-11-13 15:09:42 +00:00 |
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Richard Davey
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76918e76b0
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ERASE tests
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2018-11-13 10:32:24 +00:00 |
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Richard Davey
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a1273e42b8
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Added ERASE blend mode
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2018-11-13 10:31:56 +00:00 |
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Richard Davey
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06688eedd8
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-11-10 04:22:51 +00:00 |
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Richard Davey
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7d1f990ad3
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Added ERASE blend mode.
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2018-11-10 04:22:13 +00:00 |
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Richard Davey
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8ea2bffb9c
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Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139
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2018-11-07 16:01:21 +00:00 |
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Richard Davey
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789713b4b1
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Updated the clear and rebind pipeline methods
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2018-10-29 23:07:10 +00:00 |
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Richard Davey
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32a22140a6
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Use the predefined variable
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2018-10-29 23:06:51 +00:00 |
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Richard Davey
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bed1141d9a
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Added clearPipeline and rebindPipeline and force argument.
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2018-10-25 14:13:40 +01:00 |
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Richard Davey
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217e273896
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Added context save to stop fillRect bug (issue #4056)
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2018-10-24 12:39:48 +01:00 |
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Richard Davey
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b73d0dd80c
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Added jsdocs
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2018-10-22 13:47:46 +01:00 |
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Richard Davey
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956a0913b8
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Added new jsdocs
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2018-10-22 12:12:31 +01:00 |
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Richard Davey
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4c4421c47f
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Docjam merge
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2018-10-19 12:32:43 +01:00 |
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Richard Davey
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557955e057
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Merging Scale Manager and Spine Plugin back into master
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2018-10-18 14:59:27 +01:00 |
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Richard Davey
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ae9c3b6f56
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Tidying up for 3.15 release
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2018-10-16 15:10:49 +01:00 |
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Richard Davey
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9dc53d1e5a
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The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs
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2018-10-12 15:08:53 +01:00 |
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Richard Davey
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4beffe842a
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Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites.
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2018-10-12 15:06:10 +01:00 |
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Richard Davey
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240914ee03
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Fixed some types and removed resize calls
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2018-10-11 17:02:14 +01:00 |
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Richard Davey
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4b1c762296
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Updated @memberOf to @memberof
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2018-10-10 10:49:13 +01:00 |
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Richard Davey
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a9063604dc
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Replace @readOnly with @readonly
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2018-10-09 13:40:00 +01:00 |
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Richard Davey
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143957d24a
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You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081
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2018-10-02 11:09:58 +01:00 |
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Richard Davey
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5bdf9aa21b
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WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process
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2018-10-01 16:32:42 +01:00 |
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Richard Davey
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b3f3f6a9b5
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If a Game instance is destroyed without using the removeCanvas argument, it would throw exceptions in the MouseManager after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015
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2018-10-01 12:55:54 +01:00 |
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Richard Davey
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e297b3272e
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Added hundreds of new jsdoc descriptions
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2018-10-01 11:35:01 +01:00 |
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Richard Davey
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ec6715ba8b
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Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize was set to true in the game config. Fix #4066
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2018-10-01 10:38:39 +01:00 |
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Richard Davey
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c237209bb8
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Added new jsdocs
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2018-09-28 12:19:21 +01:00 |
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Richard Davey
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3944e580cc
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Fixed an error in the batchSprite methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames
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2018-09-27 16:49:52 +01:00 |
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Richard Davey
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d8fcde46c3
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When using CanvasTexture.refresh or Graphics.generateTexture it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050
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2018-09-27 14:16:22 +01:00 |
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Richard Davey
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945a2eb0fb
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TextureTintPipeline.batchTexture has a new optional argument skipFlip which allows you to control the internal render texture flip Y check.
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2018-09-26 16:32:41 +01:00 |
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Richard Davey
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c704dc450a
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Fixed jsdoc definitions
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2018-09-25 11:36:36 +01:00 |
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Richard Davey
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5ec26fa62d
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Cameras now emit prerender and postrender events if they are set to render to textures.
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2018-09-14 15:53:06 +01:00 |
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Richard Davey
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ef62313bbb
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The WebGL Renderer now always enables the SCISSOR_TEST , this allows Game Objects that use the scissor (such as custom objects, or Bitmap Text) to render properly again.
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2018-09-14 12:33:09 +01:00 |
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aaron
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b9454eaf7b
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Wrong filling rectangle for camera with no transparent background after last scissor changes
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2018-09-14 10:53:50 +02:00 |
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Richard Davey
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7b0d823415
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Resizing canvas backed textures like this is a really bad idea, so remove it.
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2018-09-13 13:22:27 +01:00 |
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Matthew Roelle
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700509275d
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Changed setFloatXv methods to accept a Float32Array rather than instantiate its own
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2018-09-12 20:25:15 -07:00 |
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Richard Davey
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a418995c15
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Fixed jsdoc versions and updated them for #4019
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2018-09-12 15:34:48 +01:00 |
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Richard Davey
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aa4c1ce51d
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Merge pull request #4019 from Mattykins/master
Add support for setting float array uniforms in the WebGLPipeline / WebGLRenderer
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2018-09-12 15:16:26 +01:00 |
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Richard Davey
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9aeba9e73e
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Fixed jsdoc
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2018-09-10 23:30:42 +01:00 |
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Matthew Roelle
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7465717d92
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Fixed doccomment for float array uniforms
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2018-09-09 18:19:09 -07:00 |
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Matthew Roelle
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aeeefb3cf6
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Added support for setting float array uniforms in the WebGLRenderer and WebGLPipeline
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2018-09-09 18:05:29 -07:00 |
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Richard Davey
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8bc4d06831
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Added IsoTriangle and project setting
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2018-09-07 14:23:25 +01:00 |
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