Commit graph

17627 commits

Author SHA1 Message Date
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
Richard Davey
d3dbe9ee51 Update CHANGELOG-v3.60.md 2022-09-23 18:42:11 +01:00
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
Richard Davey
b789742636 Update Utils.js 2022-09-22 14:55:29 +01:00
Richard Davey
9d43583a63 This shader is just better. More crappy iOS testing needed though. 2022-09-21 23:13:04 +01:00
Richard Davey
93d06322e3 Update CHANGELOG-v3.60.md 2022-09-21 22:01:05 +01:00
Richard Davey
023343c789 All events have a type of string. Fix #6136 2022-09-21 22:01:03 +01:00
Richard Davey
aa9c8e279b Update CHANGELOG-v3.60.md 2022-09-21 21:10:56 +01:00
Richard Davey
10fe5db0a6 Fixed jsdocs
Fix #6195
2022-09-21 21:10:52 +01:00
Richard Davey
e7dc375c9e Update CHANGELOG-v3.60.md 2022-09-21 17:53:01 +01:00
Richard Davey
71703ff19c GameConfig.stableSort is a new optional property that will control if the internal depth sorting routine uses our own StableSort function, or the built-in browser Array.sort one. Only modern browsers have a _stable_ Array.sort implementation, which Phaser requires. Older ones need to use our function instead. Set to 1 to use the legacy version, 0 to use the ES2019 version or -1 to have Phaser try and detect which is best for the browser
Ref #6217
2022-09-21 17:52:57 +01:00
Richard Davey
9fcda28c90 Update CHANGELOG-v3.60.md 2022-09-21 17:35:50 +01:00
Richard Davey
cf397b7c13 Added missing safariVersion and new es2019 test 2022-09-21 17:35:47 +01:00
Richard Davey
7c9d6a180b Testing native stable sort 2022-09-21 16:34:08 +01:00
Richard Davey
8d41d7468b Update CHANGELOG-v3.60.md 2022-09-21 14:07:01 +01:00
Richard Davey
17415902ab The Texture.destroy method will only destroy sources, dataSources and frames if they exist, protecting against previously destroyed instances. 2022-09-21 14:06:58 +01:00
Richard Davey
4dcf3b1622 Getting ready for Beta 11 2022-09-20 23:23:26 +01:00
Richard Davey
712d7bc082 Update README.md 2022-09-20 22:32:01 +01:00
Richard Davey
538af29dd6 3.60 Beta 10 Release 2022-09-20 22:25:19 +01:00
Richard Davey
6fe41a4845 Fix path 2022-09-20 22:24:27 +01:00
Richard Davey
2cd1c2a81a Updated TS parser for States enum 2022-09-20 22:23:23 +01:00
Richard Davey
06b1adca14 Lint fix 2022-09-20 22:23:09 +01:00
Richard Davey
6c70869ea4 Lots of jsdoc / TS fixes 2022-09-20 22:17:21 +01:00
Richard Davey
ce93fd9549 Remove old Layer3D scripts 2022-09-20 21:28:48 +01:00
Richard Davey
a39cfbda01 Update phaser.d.ts 2022-09-20 18:44:51 +01:00
Richard Davey
c5610630a1 Lots of jsdoc fixes and Tween State updates 2022-09-20 18:44:44 +01:00
Richard Davey
fecfe49313 Updating defs parser to handle Tween States 2022-09-20 18:44:25 +01:00
Richard Davey
2834dba8d0 jsdoc fixes 2022-09-20 17:36:31 +01:00
Richard Davey
a4d7c6d680 Fixed destroy 2022-09-20 16:39:01 +01:00
Richard Davey
ded399e727 Call addFrame 2022-09-20 13:09:01 +01:00
Richard Davey
e42c814af8 Corrected jsdocs 2022-09-20 13:08:53 +01:00
Richard Davey
009ad199bf Updated to use the new BaseTweenData to avoid duplicate props and methods 2022-09-20 12:40:28 +01:00
Richard Davey
e2389927ea Create BaseTweenData.js 2022-09-20 12:40:15 +01:00
Richard Davey
6e0566ced4 Fixed target getting bug 2022-09-19 23:24:23 +01:00
Richard Davey
c6338aab5f Merge branch 'master' of https://github.com/photonstorm/phaser 2022-09-19 22:52:44 +01:00
Richard Davey
09b7901380 Supports making TweenFrameData 2022-09-19 22:52:39 +01:00
Richard Davey
9b70d1c998 Added addFrameData method 2022-09-19 22:52:26 +01:00