Commit graph

18070 commits

Author SHA1 Message Date
Richard Davey
9aa1e0c2a9
Merge pull request #6216 from JernejHabjan/visible-children-performance
Improve visible children performance
2022-09-29 14:54:16 +01:00
Richard Davey
b2d47b11c1
Merge pull request #6214 from rexrainbow/getviewport-with-camera
Get viewport under a camera
2022-09-29 14:40:08 +01:00
Richard Davey
347413afb1
Merge pull request #6227 from EmilSV/tween-fixes
Tween fixes
2022-09-29 14:36:26 +01:00
Richard Davey
70da8df4a1
Merge pull request #6228 from EmilSV/tween-seek-fix
Tween seek use less then instead of less or equal
2022-09-29 14:35:50 +01:00
Richard Davey
3528354a4b Added handy 'stamp' method 2022-09-28 22:43:29 +01:00
Richard Davey
064a1e0f4f Added resetStamp 2022-09-28 22:43:20 +01:00
Richard Davey
0d951029b6 No need for 'this.frame' 2022-09-28 20:57:50 +01:00
Richard Davey
a60660a474 Create on READY 2022-09-28 20:57:42 +01:00
Richard Davey
87ad2b37e2 Update CHANGELOG-v3.60.md 2022-09-28 20:34:37 +01:00
Richard Davey
e3503ef8b4 All of the following Texture Manager methods will now allow you to pass in a Phaser Texture as the source parameter: addSpriteSheet, addAtlas, addAtlasJSONArray, addAtlasJSONHash, addAtlasXML and addAtlasUnity. This allows you to add sprite sheet or atlas data to existing textures, or textures that came from external sources, such as SVG files, canvas elements or Dynamic Textures. 2022-09-28 20:34:34 +01:00
Richard Davey
8bfe54287a Updated documentation 2022-09-28 19:53:59 +01:00
Richard Davey
676f0db838 Added Stamp 2022-09-28 19:53:49 +01:00
Richard Davey
0e57db40d4 Improved docs 2022-09-28 19:09:35 +01:00
Richard Davey
f9ecb2461b Update DynamicTexture.js 2022-09-28 17:51:09 +01:00
Richard Davey
32be383eea Update CHANGELOG-v3.50.md 2022-09-28 17:51:05 +01:00
Richard Davey
edf6ffaf61 Update TypeScript 2022-09-28 15:33:02 +01:00
Richard Davey
d97016598e Update CHANGELOG-v3.60.md 2022-09-27 23:39:26 +01:00
Richard Davey
d64878736f Testing out the new DynamicTexture 2022-09-27 23:39:23 +01:00
Richard Davey
d3de5ef1e4 SceneManager.systemScene` is a new property that is set during the game boot and is a system Scene reference that plugins and managers can use, that lives outside of the Scene list. 2022-09-27 23:39:04 +01:00
Richard Davey
3dff7f07d2 Tween needs to persist 2022-09-27 21:12:47 +01:00
Richard Davey
951006bf8f Create NineSlice.js 2022-09-27 18:42:50 +01:00
Richard Davey
62f3315b1c Trying DynamicTexture (to replace RenderTexture) 2022-09-27 18:42:46 +01:00
Richard Davey
b13232c211 Moved nineslice out, use multi pipeline and make snapshot functions smaller 2022-09-27 16:59:01 +01:00
Richard Davey
35bae05603 Allow negative offsets 2022-09-27 13:29:34 +01:00
Richard Davey
77824e589e Update CHANGELOG-v3.60.md 2022-09-26 23:18:14 +01:00
Richard Davey
e15f2414d6 Update TextureManager.js 2022-09-26 23:18:12 +01:00
Richard Davey
90ad29e958 Renamed frameFill to repeat and made it a lot more flexible.
Added resetStamp and removed un-used methods.
2022-09-26 23:18:07 +01:00
Richard Davey
9ca7513b14 Use Tween.callbackScope fix #6229 2022-09-26 21:42:24 +01:00
Richard Davey
f23a08ef7c Update CHANGELOG-v3.60.md 2022-09-26 18:32:34 +01:00
Richard Davey
291f3049e6 RenderTexture.isDrawing is a new read-only flag that tells if the Render Texture is currently batch drawing, or not. 2022-09-26 18:32:31 +01:00
Richard Davey
3d3db60331 Fixed repeating methods 2022-09-26 18:06:28 +01:00
Richard Davey
af66164302 Testing 9-slice 2022-09-26 18:00:15 +01:00
Richard Davey
fc87e3dd26 Update CHANGELOG-v3.60.md 2022-09-26 17:18:06 +01:00
Richard Davey
1283ca8198 The TextureManager.get methof can now accept a Frame instance as its parameter, which will return the frames parent Texture. 2022-09-26 17:18:04 +01:00
Richard Davey
ff4d7084d9 Update IsPlainObject.js 2022-09-26 17:15:45 +01:00
Richard Davey
b66d5bb05f Update CHANGELOG-v3.60.md 2022-09-26 17:15:39 +01:00
Richard Davey
3d0d2b4d94 The GameObject#setFrame method can now accept a Frame instance as its parameter, which will also automatically update the Texture the Game Object is using. 2022-09-26 17:15:34 +01:00
Richard Davey
37db90ad09 Update CHANGELOG-v3.60.md 2022-09-26 15:28:44 +01:00
Richard Davey
25ab9f329d TextureManager.parseFrame is a new method that will return a Texture Frame instance from the given argument, which can be a string, array, object or Texture instance. 2022-09-26 15:28:41 +01:00
Richard Davey
165b350d8b Deps update 2022-09-26 14:39:00 +01:00
Richard Davey
bbff62d2db Update CHANGELOG-v3.60.md 2022-09-24 21:36:00 +01:00
Richard Davey
5320402a07 The endFrame and startFrame properties of the SpriteSheet parser wouldn't correctly apply themselves, the Texture would still end up with all of the frames. It will now start at the given startFrame so that is frame zero and end at endFrame, regardless how many other frames are in the sheet. 2022-09-24 21:35:58 +01:00
Emil Schnedler Vad
340f9d29a1 made seek use less then instead of less or equal 2022-09-23 22:00:30 +02:00
Emil Schnedler Vad
f07042cbc4 BaseTween and TweenChain available from Phaser.Tweens 2022-09-23 20:53:51 +02:00
Richard Davey
d3dbe9ee51 Update CHANGELOG-v3.60.md 2022-09-23 18:42:11 +01:00
Emil Schnedler Vad
169faa6b96 made tweenManager# chain use TweenChainBuilderConfig 2022-09-23 13:07:16 +02:00
Richard Davey
17e5a1395b Update CHANGELOG-v3.60.md 2022-09-23 00:42:07 +01:00
Richard Davey
ab04cb6c05 Lots of LightPipeline improvements
* The Light Pipeline no longer creates up to `maxLights` copies of the Light shader on boot. Previously it would then pick which shader to use, based on the number of visible lights in the Scene. Now, the number of lights is passed to the shader and branches accordingly. This means rather than compiling _n_ shaders on boot, it now only ever needs to create one.
* You can now have no lights in a Scene, but the Scene will still be impacted by the ambient light. Previously, you always needed at least 1 light to trigger ambient light (thanks jstnldrs)
* The `Light.frag` shader now uses a new `uLightCount` uniform to know when to stop iterating through the max lights.
* The `LightPipeline.LIGHT_COUNT` constant has been removed as it's not used internally.
* The `LightPipeline` previous created a global level temporary vec2 for calculations. This is now part of the class as the new `tempVec2` property.
2022-09-23 00:42:04 +01:00
Richard Davey
a135271f19 Use new uLightCount uniform 2022-09-23 00:41:47 +01:00
Richard Davey
0d52e4058e Update CHANGELOG-v3.60.md 2022-09-22 17:02:03 +01:00