Richard Davey
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b30e4185b9
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Updated log
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2018-07-27 11:19:26 +01:00 |
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Richard Davey
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1abe90433f
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Updated log and docs
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2018-07-27 02:49:05 +01:00 |
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Richard Davey
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6163340f58
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Updated log
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2018-07-27 00:53:07 +01:00 |
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Richard Davey
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a3c4c60519
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Log update.
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2018-07-26 16:34:13 +01:00 |
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Richard Davey
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c65e7dc5fa
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Updated log
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2018-07-25 23:00:36 +01:00 |
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Richard Davey
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e2517486a1
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Updated log
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2018-07-23 15:52:55 +01:00 |
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Richard Davey
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9df7fbaa68
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Adding an array of children to a Group would cause it to mistakenly think you were passing a config object. Fix #3854
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2018-07-23 13:29:39 +01:00 |
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Richard Davey
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09bee35693
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Updated log
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2018-07-23 01:53:48 +01:00 |
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Richard Davey
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2c7280a2c0
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Updated log
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2018-07-23 01:39:37 +01:00 |
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Richard Davey
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2a008e6713
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FileType.HTML is a new file type loader that will load an HTML snippet and store it in the new html cache. Access it via load.html (this method was previously used to load html to textures, please see load.htmlTexture for this feature now)
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2018-07-19 13:21:51 +01:00 |
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Richard Davey
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ec5bd1912e
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GameObject.willRender now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases.
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2018-07-19 13:19:02 +01:00 |
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Richard Davey
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1d697b1371
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Updated log
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2018-07-19 00:42:37 +01:00 |
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Richard Davey
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ab35dfab95
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The setCrop method stored its crop object on the prototype chain by mistake, causing all Images or Sprites that were cropped to display the same frame. The crop data has been moved to the Game Object instance, where it should be, fixing this issue
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2018-07-19 00:18:09 +01:00 |
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Richard Davey
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20f1b37256
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eslint fix and log update
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2018-07-18 15:06:56 +01:00 |
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Richard Davey
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b6a1033dbd
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Fixed Camera FX for scaled camera sizes
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2018-07-18 15:03:06 +01:00 |
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Richard Davey
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14ba51d928
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Added Text.setResolution methods.
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2018-07-18 14:45:10 +01:00 |
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Richard Davey
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1b9f5dc76d
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Updated change log
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2018-07-18 14:32:55 +01:00 |
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Richard Davey
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e29671282b
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Updated change log
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2018-07-17 22:44:28 +01:00 |
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Richard Davey
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73292c892a
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Updated change log
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2018-07-16 15:16:29 +01:00 |
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Richard Davey
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05e6f65d51
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3.11 Release
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2018-07-13 11:37:57 +01:00 |
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Richard Davey
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9a82bd33e5
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Updated change log
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2018-07-13 11:14:29 +01:00 |
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Richard Davey
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944ca91e85
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Updated log
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2018-07-13 08:30:57 +01:00 |
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Richard Davey
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b4ddd44105
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Added cullCallback support - the final step in culling. Don't like ours? Roll your own!
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2018-07-12 17:06:36 +01:00 |
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Richard Davey
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8981cf4a03
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Swapped from vec2 to explicit values for cullPadding
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2018-07-12 16:51:54 +01:00 |
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Richard Davey
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b03d3ff783
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Added support for cull padding
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2018-07-12 16:44:36 +01:00 |
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Richard Davey
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52f50028c3
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Updated change log
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2018-07-12 16:32:36 +01:00 |
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Richard Davey
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7ea53767cd
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Updated change log
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2018-07-12 16:13:00 +01:00 |
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Richard Davey
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049f59da70
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Updated log and packages
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2018-07-12 01:14:52 +01:00 |
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Richard Davey
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872788db1e
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Updated info
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2018-07-11 17:20:13 +01:00 |
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Richard Davey
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e588ccc321
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Updated log
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2018-07-11 16:25:03 +01:00 |
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Richard Davey
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82b15c8695
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Removed drawEmitterManager and moved to emitter render function
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2018-07-11 14:40:36 +01:00 |
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Richard Davey
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497fa1f2ff
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Added copyFromArray method
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2018-07-11 12:36:49 +01:00 |
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Richard Davey
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cced09bad6
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Added Pointer.prevPosition and getInterpolatedPosition method
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2018-07-11 12:34:00 +01:00 |
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Richard Davey
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14354fd151
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Added deprecation warning
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2018-07-10 17:18:08 +01:00 |
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Richard Davey
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9c9e9cecbb
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Updated log and lint fixes
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2018-07-10 16:49:53 +01:00 |
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Richard Davey
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f813c3a4e3
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Updated log
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2018-07-10 16:34:29 +01:00 |
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Richard Davey
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469f6b6880
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TransformMatrix.multiply has a new optional argument out which is a matrix to store the multiplication results in. If not given it will act as before, multiplying the current matrix.
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2018-07-10 14:01:14 +01:00 |
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Richard Davey
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4d5eb4755b
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Updated log
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2018-07-09 23:02:31 +01:00 |
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Richard Davey
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6560f51699
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Added jsdocs and updated change log
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2018-07-09 22:35:48 +01:00 |
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Richard Davey
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a3803a286f
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Fixed origin addition post-scale
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2018-07-09 16:17:52 +01:00 |
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Richard Davey
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91a48c30c4
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GetBitmapTextSize , which is used internally in the BitmapText Game Objects, will now produce different bounds from the previous version. Previously, the bounds were tight against the letters in the text. However, this meant the bounds were not properly aligned with the origin of the BitmapText, and consequently you'd get different bounds if the text consisted of different characters. The bounds are now calculated purely based on the glyph data and letter spacing values. This will give a far more consistent overall experience, but it does mean if you were using the bounds to position text previously, you'll need to revisit that code again. See issue #3799 for more details (and to discuss this further if you wish)
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2018-07-09 16:06:36 +01:00 |
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Richard Davey
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17653fcf7d
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BitmapMask.destroy will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771
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2018-07-09 14:26:45 +01:00 |
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Richard Davey
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cd508ab3f1
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The ScenePlugin will now queue all of the following ops with the Scene Manager: start , run , pause , resume , sleep , wake , switch and stop . This means for all of these calls the Scene Manager will add the call into its queue and process it at the start of the next frame.
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2018-07-09 14:08:55 +01:00 |
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Richard Davey
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84c7960a48
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The Quad Game Object now has a new setFrame method that allows you to change the frame being rendered by the Quad, including using frames that are part of a texture atlas. Fix #3161
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2018-07-09 13:42:33 +01:00 |
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Richard Davey
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ecd99869bd
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Explained mask positioning better in docs. Fix #3770
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2018-07-08 23:38:13 +01:00 |
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Richard Davey
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cb7510b2e5
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Updated log
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2018-07-08 23:19:33 +01:00 |
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Richard Davey
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8b13631107
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Removed batchMesh and moved to the Mesh WebGL Renderer. Another one bites the dust.
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2018-07-06 19:35:46 +01:00 |
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Richard Davey
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6aa1526ea9
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Graphics.arc has a new optional argument overshoot . This is a small value that is added onto the end of the endAngle and allows you to extend the arc further than the default 360 degrees. You may wish to do this if you're trying to draw an arc with an especially thick line stroke, to ensure there are no gaps. Fix #3798
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2018-07-06 17:15:46 +01:00 |
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Richard Davey
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a64d747c98
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clearMask(true) would throw an exception if the Game Object didn't have a mask. Now it checks first before destroying the mask. Fix #3809
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2018-07-06 16:34:11 +01:00 |
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Richard Davey
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1931716da3
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Exposed isTinted bool
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2018-07-06 16:22:42 +01:00 |
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