Commit graph

15832 commits

Author SHA1 Message Date
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
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
Richard Davey
8e9ae2b732 Update CHANGELOG-v3.50.md 2020-10-16 11:38:27 +01:00
Richard Davey
ff893b801a New plugin build 2020-10-16 11:38:23 +01:00
Richard Davey
71226a1548 Testing if we can just pass off rendering directly. 2020-10-16 11:38:16 +01:00
Richard Davey
3fa295f541 Vastly reduced the complexity of the rendering. Now only gets called if it will actually render. 2020-10-16 11:38:04 +01:00
Richard Davey
67f24ea363 SpineGameObject.willRender is no longer hard-coded to return true. It instead now takes a Camera parameter and performs all of the checks needed before returning. Previously, this happened during the render functions. 2020-10-16 11:37:23 +01:00
Richard Davey
d35ff331b2 Now takes a pre-filtered list of children to render 2020-10-16 11:36:00 +01:00
Richard Davey
84c1344f63 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. 2020-10-16 11:35:45 +01:00
Richard Davey
653c2ee600 Parallel and divide by zero fix 2020-10-15 18:08:35 +01:00
Richard Davey
1c37e2172f Update CHANGELOG-v3.50.md 2020-10-15 12:20:27 +01:00
Richard Davey
ae6112297a Default tint value should now be 0xffffff. Fix #5358 2020-10-15 12:19:17 +01:00