Kshitiz Srivastava
|
4941ca3b64
|
Added loadMediaStream method
|
2020-10-25 01:24:55 +05:30 |
|
samme
|
be558d2dca
|
Scale damping
|
2020-10-22 13:59:49 -07:00 |
|
Richard Davey
|
0b3011add3
|
Update PointLight-frag.js
|
2020-10-21 18:15:34 +01:00 |
|
Richard Davey
|
272727459f
|
Use new shader property
|
2020-10-21 18:15:28 +01:00 |
|
Richard Davey
|
9531124903
|
Typo fix
|
2020-10-21 18:15:19 +01:00 |
|
Richard Davey
|
da47c776fa
|
New shader class to allow one pipeline to set multiple shaders
|
2020-10-21 18:15:13 +01:00 |
|
Richard Davey
|
180b29be98
|
The pipeline can now handle multiple shaders all sharing the same attributes
|
2020-10-21 18:15:02 +01:00 |
|
Richard Davey
|
c730272ba7
|
Updated the configs to handle multiple shaders
|
2020-10-21 18:12:40 +01:00 |
|
Richard Davey
|
f26c931e09
|
Update CHANGELOG-v3.50.md
|
2020-10-21 11:46:04 +01:00 |
|
Richard Davey
|
4b1c5c1a0b
|
Improved docs
|
2020-10-21 11:30:49 +01:00 |
|
Richard Davey
|
eed8b6a080
|
Update CHANGELOG-v3.50.md
|
2020-10-21 11:19:16 +01:00 |
|
Richard Davey
|
7ffa615831
|
The WebGLPipeline.flushLocked property has been removed. A pipeline can never flush in the middle of a flush anyway, so it was just wasting CPU cycles being set.
|
2020-10-21 11:19:12 +01:00 |
|
Richard Davey
|
6ed84e2f34
|
Added Mesh.ignoreDirtyCache flag.
|
2020-10-21 10:15:12 +01:00 |
|
Richard Davey
|
774b6987c4
|
Added Face.alpha getter and setter
|
2020-10-21 10:14:56 +01:00 |
|
Richard Davey
|
ce3645cbb2
|
Don't check skeleton alpha, use flags instead.
|
2020-10-20 17:57:59 +01:00 |
|
Richard Davey
|
552c2a15a6
|
Update CHANGELOG-v3.50.md
|
2020-10-20 14:01:34 +01:00 |
|
Richard Davey
|
aada315bbc
|
When setting both transparent: true and backgroundColor in the Game Config, it would ignore the transparency and use the color anyway. If transparent, the game is now fully transparent. Fix #5362
|
2020-10-20 14:01:31 +01:00 |
|
Rex
|
34635c582e
|
Don't add white space when measure last word
|
2020-10-20 14:52:20 +08:00 |
|
Richard Davey
|
8bb1151aca
|
Fixed RenderTexture.fill rgb order. Fix #5364
|
2020-10-20 00:50:49 +01:00 |
|
Richard Davey
|
9972594e60
|
Updated docs. FIx #4229
|
2020-10-17 12:11:35 +01:00 |
|
Richard Davey
|
8e294ff0ca
|
Update CHANGELOG-v3.50.md
|
2020-10-17 12:08:09 +01:00 |
|
Richard Davey
|
146e27cb41
|
Update CHANGELOG-v3.50.md
|
2020-10-17 11:37:30 +01:00 |
|
Richard Davey
|
faec17f4b0
|
Cameras.Scene2D.Events.FOLLOW_UPDATE is a new Event that is dispatched by a Camera when it is following a Game Object. It is dispatched every frame, right after the final Camera position and internal matrices have been updated. Use it if you need to react to a camera, using its most current position and the camera is following something. Fix #5253
|
2020-10-17 11:37:27 +01:00 |
|
Richard Davey
|
29e13bef60
|
Update CHANGELOG-v3.50.md
|
2020-10-16 18:08:35 +01:00 |
|
Richard Davey
|
48d9eb6321
|
The GameObjects.Graphics.fillGradientStyle method can now accept a different alpha value for each of the fill colors. The default is still 1. If you only provide a single alpha, it'll be used for all colors. Fix #5044
|
2020-10-16 18:08:31 +01:00 |
|
Richard Davey
|
5605a683ac
|
Update CHANGELOG-v3.50.md
|
2020-10-16 17:57:29 +01:00 |
|
Richard Davey
|
675e43350d
|
Physics.Arcade.Body.setDamping is a new method that allows you to set the useDamping property of a Body in a chainable way. Fix #5352
|
2020-10-16 17:57:26 +01:00 |
|
Richard Davey
|
7a849e249d
|
Update CHANGELOG-v3.50.md
|
2020-10-16 17:53:01 +01:00 |
|
Richard Davey
|
85a284d095
|
Particles.EmitterOp now cleanly separates between the different types of property configuration options. start | end will now ease between the two values, min | max will pick a random value between them and random: [] will pick a random element. They no longer get mixed together. Fix #3608
|
2020-10-16 17:52:59 +01:00 |
|
Richard Davey
|
5ed1368508
|
Update CHANGELOG-v3.50.md
|
2020-10-16 17:32:24 +01:00 |
|
Richard Davey
|
1aaecbe703
|
Particles.EmitterOp.setMethods will now reset both onEmit and onUpdate to their default values. This allows you to reconfigure an emitter op with a new type of value and not have it stuck on the previous one. Fix #3663
|
2020-10-16 17:32:22 +01:00 |
|
Richard Davey
|
fcb9c8a9f5
|
Update CHANGELOG-v3.50.md
|
2020-10-16 16:39:32 +01:00 |
|
Richard Davey
|
605ea31146
|
SceneManager.start will now reset the SceneSystems.sceneUpdate reference to NOOP . This gets set back to the Scene update method again during bootScene (if it has one) and stops errors with external plugins and multi-part files that may trigger update before create has been called. Fix #4629
|
2020-10-16 16:39:30 +01:00 |
|
Richard Davey
|
165c9085e6
|
New full build of Spine Plugin
|
2020-10-16 15:14:55 +01:00 |
|
Richard Davey
|
709ea50d61
|
New dist
|
2020-10-16 15:13:15 +01:00 |
|
Richard Davey
|
7d8302e09c
|
Added mention about masks to docs
|
2020-10-16 15:13:10 +01:00 |
|
Richard Davey
|
87791be8ac
|
New build
|
2020-10-16 15:07:55 +01:00 |
|
Richard Davey
|
b96e15f2ec
|
Handle child masking. Fix #5354
|
2020-10-16 15:07:47 +01:00 |
|
Richard Davey
|
0fad1861ae
|
Update GeometryMask.js
|
2020-10-16 15:07:32 +01:00 |
|
Richard Davey
|
e99a069181
|
New debug build
|
2020-10-16 14:12:15 +01:00 |
|
Richard Davey
|
d4f75a5b7e
|
Container specific changes
|
2020-10-16 14:12:09 +01:00 |
|
Richard Davey
|
dc7bdf1e99
|
We can just pass off to the existing render function. Yay!
|
2020-10-16 14:11:56 +01:00 |
|
Richard Davey
|
7add222a87
|
Update SpineGameObjectCanvasRenderer.js
|
2020-10-16 14:11:40 +01:00 |
|
Richard Davey
|
9a2c7ab154
|
Removed interpolationPercentage parameter
|
2020-10-16 14:11:34 +01:00 |
|
Richard Davey
|
75f857b645
|
Update WebGLRenderer.js
|
2020-10-16 14:11:21 +01:00 |
|
Richard Davey
|
e50339b144
|
Updated to use new filtered children list
|
2020-10-16 14:11:15 +01:00 |
|
Richard Davey
|
beb26164a1
|
New debug build
|
2020-10-16 13:52:00 +01:00 |
|
Richard Davey
|
03bcacba2a
|
Update SpineGameObjectWebGLRenderer.js
|
2020-10-16 13:51:52 +01:00 |
|
Richard Davey
|
7020637b63
|
Update CHANGELOG-v3.50.md
|
2020-10-16 13:51:43 +01:00 |
|
Richard Davey
|
923b1351fa
|
The Spine Plugin now uses a single instance of the Scene Renderer when running under WebGL. All instances of the plugin (installed per Scene) share the same base Scene Renderer, avoiding duplicate allocations and resizing events under multi-Scene games. Fix #5286
|
2020-10-16 13:51:40 +01:00 |
|