Richard Davey
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ac1cc1762d
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Use new cam mask object
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2019-04-29 14:28:45 +01:00 |
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Richard Davey
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6f639ddec2
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Preparing to store level state
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2019-04-29 13:21:23 +01:00 |
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Richard Davey
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28b1a170ab
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Fixed null mask issue
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2019-04-29 13:04:34 +01:00 |
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Richard Davey
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902d04d55e
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Move to functions so we can call from outside the class
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2019-04-26 19:14:06 +01:00 |
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Richard Davey
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93dabaa34e
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Store and restore previous framebuffer
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2019-04-26 19:13:55 +01:00 |
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Richard Davey
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e07248a403
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Use proper elapsed time for the shader
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2019-04-26 19:13:45 +01:00 |
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Richard Davey
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70b5b01db2
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Restore previous framebuffer
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2019-04-26 19:13:32 +01:00 |
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Richard Davey
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cf878ca553
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Better stencil mask checking
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2019-04-26 19:13:24 +01:00 |
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Richard Davey
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813429d8dc
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Added getDuration and getDurationMS
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2019-04-26 19:13:12 +01:00 |
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Richard Davey
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95eb4fc03d
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Setting pixelPerfect when input enabling a Container would cause it to crash, because Container's don't have a texture to check. It will now throw a run-time warning and skip the Container for input. You should use a custom input callback instead. Fix #4492
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2019-04-26 10:56:06 +01:00 |
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Richard Davey
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183ce1b96c
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BMP fix
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2019-04-26 02:30:24 +01:00 |
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Richard Davey
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6e70f0e19c
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Shaders now work with camera masks and can have their own geometry masks
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2019-04-26 01:53:34 +01:00 |
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Richard Davey
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8620e2303d
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Added setPointer
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2019-04-26 00:56:53 +01:00 |
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Richard Davey
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55410038eb
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Updated factory
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2019-04-25 17:48:06 +01:00 |
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Richard Davey
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4d16f21c20
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re-init uniforms if setShader
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2019-04-25 17:13:31 +01:00 |
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Richard Davey
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2c4d0d9fd3
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Uniforms are now synced properly and attribute is hard coded
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2019-04-25 16:57:12 +01:00 |
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Richard Davey
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a26a420f23
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Added transformOnly flag
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2019-04-25 15:44:19 +01:00 |
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Richard Davey
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d849031195
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Y oh Y :)
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2019-04-25 15:08:32 +01:00 |
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Richard Davey
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a0ef6e9d1b
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Added default shader
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2019-04-25 15:07:46 +01:00 |
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Richard Davey
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27d6bd544f
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Drop the modelMatrix, it's not needed for this GO. Also only change vertexView elements that need changing.
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2019-04-25 14:21:33 +01:00 |
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Richard Davey
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5449f7b51d
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Skip blendMode and add setShader method
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2019-04-25 14:03:50 +01:00 |
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Richard Davey
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9356744399
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argument caps
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2019-04-25 12:14:04 +01:00 |
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Richard Davey
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2ff76eb4b5
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Removed un-needed Quad Pipeline and shaders
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2019-04-25 12:13:09 +01:00 |
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Richard Davey
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f37a61de27
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Shader now using viewLoad2D instead and accounting for origin
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2019-04-25 12:12:49 +01:00 |
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Richard Davey
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ba8d1adbbb
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Removing use of Shader pipeline
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2019-04-25 11:30:23 +01:00 |
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Richard Davey
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e05ff03ed0
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Added Systems.renderer reference
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2019-04-25 11:30:10 +01:00 |
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Richard Davey
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86896bd581
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2019-04-25 03:16:51 +01:00 |
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Richard Davey
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72af4a21d1
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Default shader
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2019-04-25 03:16:46 +01:00 |
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Richard Davey
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9b4309b38c
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Added QuadShader Pipeline to the renderer
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2019-04-25 03:16:39 +01:00 |
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Richard Davey
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2727408e7c
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Don't disable the vertex attribute if the location is invalid
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2019-04-25 03:16:25 +01:00 |
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Richard Davey
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e0c22c5534
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Added QuadShader Pipeline
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2019-04-25 03:16:03 +01:00 |
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Richard Davey
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7d74425491
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Added new Shader Game Object
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2019-04-25 03:15:51 +01:00 |
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Richard Davey
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87c3215216
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Merge pull request #4487 from florianvazelle/master
Fix issue #4483
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2019-04-24 22:03:57 +01:00 |
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Richard Davey
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f64d0a935b
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Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out.
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2019-04-24 16:45:31 +01:00 |
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Richard Davey
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1f0a516c77
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GeometryMask.setInvertAlpha is a new method that allows you to set the invertAlpha property in a chainable call.
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2019-04-24 15:00:16 +01:00 |
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Richard Davey
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12b6041d20
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inverseAlpha support added back in and tidied up renderer
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2019-04-24 14:51:39 +01:00 |
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Richard Davey
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2bd45865d4
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Stack restore working. Time to try invertAlpha.
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2019-04-24 14:38:24 +01:00 |
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Richard Davey
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ac3fac4ab6
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UpdateList.remove will now move the removed child to the internal _pendingRemoval array, instead of slicing it directly out of the active list. The pending list is cleared at the start of the next game frame. Fix #4365
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2019-04-24 13:58:05 +01:00 |
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Richard Davey
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11c1b458fa
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Phaser.Physics.Arcade.Events is now exposed in the namespace, preventing it from erroring if you use them in TypeScript. Fix #4481
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2019-04-24 13:44:57 +01:00 |
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Richard Davey
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64532d8d7b
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InputPlugin.clear has a new argument skipQueue which is used to avoid clearing a Game Object twice. This, combined with the fix for 4463 means you will no longer get a Cannot read property 'dragState' error if you destroy a Game Object enabled for drag where another draggable object exists. Fix #4228
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2019-04-24 13:38:40 +01:00 |
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Richard Davey
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00dbf8b03e
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Destroying a Game object during its pointerup event handler on a touch device will no longer cause Uncaught TypeError: Cannot read property 'localX' of undefined . All InputPlugin process handlers now check to see if the Game Object has been destroyed at any stage and abort if it has. Fix #4463
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2019-04-24 12:54:56 +01:00 |
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Richard Davey
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a47019b415
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Keep the property but set to null by default.
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2019-04-24 12:54:48 +01:00 |
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Richard Davey
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61921525f1
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There is a new webpack config FEATURE_SOUND which is set to true by default, but if set to false it will exclude the Sound Manager and all of its systems into the build files.
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2019-04-24 12:23:21 +01:00 |
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Richard Davey
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f4a86fd368
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The Container.setScrollFactor method has a new optional argument updateChildren . If set, it will change the scrollFactor values of all the Container children as well as the Container. Fix #4466 #4475
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2019-04-24 12:09:16 +01:00 |
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Richard Davey
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61011d3ae9
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Camera.clearRenderToTexture will check to see if the Scene is available before proceeding, avoiding potential errors when a Camera is destroyed multiple times during a Scene shutdown.
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2019-04-24 11:46:31 +01:00 |
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Richard Davey
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da6b520e64
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Update CHANGELOG.md
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2019-04-24 11:21:55 +01:00 |
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Richard Davey
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507bb6a215
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Added customHitArea boolean property
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2019-04-24 11:21:52 +01:00 |
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Richard Davey
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53c14df798
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Changing any aspect of a Text object, such as the font size or content, wouldn't update its hitArea if it had been enabled for input, causing it to carry on using the old hit area size. Now, as long as the Text was created _without_ a custom hitArea, the hitArea size will be changed to match the new texture size on update. If you have provided your own custom hitArea shape, you need to modify it when the Text changes size yourself. Fix #4456
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2019-04-24 11:21:36 +01:00 |
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Richard Davey
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94b7db0e82
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Update CHANGELOG.md
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2019-04-24 11:06:54 +01:00 |
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Richard Davey
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2ef6ad3e51
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Fixed jsdoc
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2019-04-24 10:54:02 +01:00 |
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