Richard Davey
|
a4902b3d76
|
Update CHANGELOG-v3.50.md
|
2020-09-28 17:00:18 +01:00 |
|
Richard Davey
|
f9803774dd
|
The Line Game Object will now default its width and height to 1, rather than zero. This allows you to give Line objects a physics body (although you will still need to re-adjust the center of the body manually). Fix #4596
|
2020-09-28 17:00:15 +01:00 |
|
samme
|
c13ca98a27
|
Correct description for Body.setCollideWorldBounds
|
2020-09-28 08:15:53 -07:00 |
|
Richard Davey
|
169cf0afb6
|
Update CHANGELOG-v3.50.md
|
2020-09-28 15:52:06 +01:00 |
|
Richard Davey
|
1d66284a22
|
Removed debug logs and finished JSDocs
|
2020-09-28 15:25:43 +01:00 |
|
Richard Davey
|
34be82a20c
|
Added processX and processY methods
|
2020-09-28 15:25:28 +01:00 |
|
Richard Davey
|
4d484e2c0c
|
Updated to handle face blocking and all possible checks
|
2020-09-28 13:07:32 +01:00 |
|
Richard Davey
|
731e661d56
|
No longer needed
|
2020-09-28 13:07:11 +01:00 |
|
Richard Davey
|
7a98cc60e0
|
Deps update
|
2020-09-28 09:25:56 +01:00 |
|
Richard Davey
|
4785953368
|
Merge branch 'master' of https://github.com/photonstorm/phaser
|
2020-09-28 08:07:23 +01:00 |
|
Richard Davey
|
09c2a2d622
|
Testing new separation
|
2020-09-28 08:07:19 +01:00 |
|
Richard Davey
|
30b514fc58
|
Merge pull request #5326 from samme/fix/body-setOffset
Remove Arcade.Body#updateCenter() in Arcade.Body#setOffset()
|
2020-09-26 10:19:53 +01:00 |
|
Richard Davey
|
da25b68c27
|
Merge pull request #5325 from samme/docs/misc-8
Docs: Arcade Physics
|
2020-09-26 10:19:29 +01:00 |
|
Stefan Karner
|
f4b2b34535
|
Fix drawing Group to RenderTexture
Group children (generic GameObjects) expect a 'camera' argument
in their 'willRender' function
|
2020-09-26 10:25:22 +02:00 |
|
samme
|
639a93583f
|
Remove updateCenter() in setOffset()
|
2020-09-25 14:42:56 -07:00 |
|
samme
|
d0f6070e14
|
Docs: Arcade.Body#setOffset
|
2020-09-25 14:37:26 -07:00 |
|
samme
|
13c27064a8
|
Docs: Arcade.Body#reset
Only game object receives the passed coordinates
|
2020-09-25 14:19:12 -07:00 |
|
Richard Davey
|
bed716e382
|
X Separation working properly in all cases. Now to adjust Y.
|
2020-09-25 21:25:01 +01:00 |
|
Richard Davey
|
7630b8e28d
|
Testing new Separation logic (Y done, X in progress)
|
2020-09-25 18:01:40 +01:00 |
|
Richard Davey
|
2bcf1f70be
|
Testing new separation logic (incomplete atm)
|
2020-09-24 18:10:11 +01:00 |
|
Richard Davey
|
da78d3ee42
|
Tidy up docs
|
2020-09-24 18:10:00 +01:00 |
|
Richard Davey
|
69b8458bb8
|
Added new pushable component
|
2020-09-24 18:09:49 +01:00 |
|
Richard Davey
|
5e5be4cc98
|
Update CHANGELOG-v3.50.md
|
2020-09-24 11:05:30 +01:00 |
|
Richard Davey
|
b64d63f60e
|
When running an Arcade Physics overlap test against a StaticBody , it will no longer set the blocked states of the dynamic body. If you are doing a collision test, they will still be set, but they're skipped for overlap-only tests. Fix #4435
|
2020-09-24 11:04:56 +01:00 |
|
Richard Davey
|
023a9bbc1c
|
Update CHANGELOG-v3.50.md
|
2020-09-24 10:32:51 +01:00 |
|
Richard Davey
|
aa3544310c
|
When taking a snapshot in WebGL it would often have an extra line of empty pixels at the top of the resulting image, due to a rounding error in the WebGLSnapshot function. Fix #4956
|
2020-09-24 10:32:47 +01:00 |
|
Richard Davey
|
2baa02007d
|
Update CHANGELOG-v3.50.md
|
2020-09-24 09:36:18 +01:00 |
|
Richard Davey
|
6484bc3607
|
Make it clear in the docs that you cannot mix blend modes and bitmap masks. Fix #4853
|
2020-09-24 09:36:15 +01:00 |
|
Richard Davey
|
33f9b4e4aa
|
Update CHANGELOG-v3.50.md
|
2020-09-24 09:26:45 +01:00 |
|
Richard Davey
|
4748c7c7fc
|
WebGLRenderer.defaultScissor is a new property that holds the default scissor dimensions for the renderer. This is modified during resize and avoids continuous array generation in the preRender loop.
|
2020-09-24 09:26:41 +01:00 |
|
Richard Davey
|
859ba53ee8
|
Update CHANGELOG-v3.50.md
|
2020-09-23 18:14:53 +01:00 |
|
Richard Davey
|
f3b20a7323
|
Update CHANGELOG-v3.50.md
|
2020-09-23 18:10:16 +01:00 |
|
Richard Davey
|
e004fa47fc
|
Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same. . It now renders as expected. Fix #4675
|
2020-09-23 18:10:12 +01:00 |
|
Richard Davey
|
ee88f78f87
|
Update CHANGELOG-v3.50.md
|
2020-09-23 17:59:20 +01:00 |
|
Richard Davey
|
5f28ff64a2
|
New clearMask and createMask methods and tidied up structure
|
2020-09-23 17:59:17 +01:00 |
|
Richard Davey
|
c6f533b872
|
Fixed legacy interpolation parameters
|
2020-09-23 17:55:29 +01:00 |
|
Richard Davey
|
232f8e0ebc
|
Updated to use new uniforms and fixed renderWebGL parameters
|
2020-09-23 17:55:03 +01:00 |
|
Richard Davey
|
bba88b32d8
|
Fixed property name
|
2020-09-23 17:15:32 +01:00 |
|
Richard Davey
|
0206c1a1a2
|
Update CHANGELOG-v3.50.md
|
2020-09-23 13:09:00 +01:00 |
|
Richard Davey
|
1f9243fe81
|
Merge pull request #5322 from samme/feature/setMaxVelocity
Set maxVelocity in PhysicsGroupConfig
|
2020-09-23 13:06:52 +01:00 |
|
Richard Davey
|
0680ff1664
|
Update CHANGELOG-v3.50.md
|
2020-09-23 13:04:20 +01:00 |
|
Richard Davey
|
63bac3a13d
|
The Loader.maxParallelDownloads value is now set to 6 if running on Android, or 32 on any other OS. This avoids net::ERR_FAILED issues specifically on Android. You can still override this in the Game Config if you wish. Fix #4957
|
2020-09-23 13:04:18 +01:00 |
|
Richard Davey
|
6b72f39a03
|
Update CHANGELOG-v3.50.md
|
2020-09-23 12:59:06 +01:00 |
|
Richard Davey
|
8d51e8ab2c
|
Fix #4859
|
2020-09-23 12:59:03 +01:00 |
|
Richard Davey
|
f7a1355161
|
Update CHANGELOG-v3.50.md
|
2020-09-23 12:46:58 +01:00 |
|
Richard Davey
|
212e7aa301
|
The Shape class now includes the ComputedSize component properties and methods directly in the class, rather than applying as a mixin. setSize is now flagged as being private , because it shouldn't be used on Shape classes, which was leading to confusion as it appeared in the public-facing API. Fix #4811
|
2020-09-23 12:46:55 +01:00 |
|
Richard Davey
|
f16e1c09f3
|
Lint fix
|
2020-09-23 12:39:21 +01:00 |
|
Richard Davey
|
59b698fcb7
|
Update CHANGELOG-v3.50.md
|
2020-09-23 12:37:54 +01:00 |
|
Richard Davey
|
e7926674b8
|
The Graphics WebGL Renderer will now default to pathOpen = true . This fixes issues under WebGL where, for example, adding an arc and calling strokePath , without first calling beginPath will no longer cause rendering artefacts when WebGL tries to close the path with a single tri.
|
2020-09-23 12:34:20 +01:00 |
|
Richard Davey
|
559127a53f
|
Graphics.strokeRoundedRect now issues moveTo commands as part of the drawing sequence, preventing issues under WebGL where on older Android devices it would project additional vertices into the display. Fix #3955
|
2020-09-23 12:34:06 +01:00 |
|