Richard Davey
|
b3804a2455
|
eslint fixes
|
2018-10-12 18:56:56 +01:00 |
|
Richard Davey
|
a043cc88ea
|
Changed version number
|
2018-10-12 18:32:52 +01:00 |
|
Richard Davey
|
24837c4312
|
Updated log
|
2018-10-12 18:32:42 +01:00 |
|
Richard Davey
|
a9938baec6
|
Merge pull request #4070 from samme/feature/arcade-group-config-enable
Add PhysicsGroupConfig.enable, Arcade.Body#setEnable()
|
2018-10-12 18:29:58 +01:00 |
|
Richard Davey
|
3c5bf3eba7
|
Merge pull request #4077 from samme/fix/webgl-game-context-null
Fix null game.context after WebGLRenderer init
|
2018-10-12 18:28:04 +01:00 |
|
Richard Davey
|
fa95e0a3b1
|
Don't resize if EXACT mode
|
2018-10-12 15:09:35 +01:00 |
|
Richard Davey
|
a0d3137f76
|
Shapes and Graphics now set textures correctly (after batch texture changes)
|
2018-10-12 15:09:21 +01:00 |
|
Richard Davey
|
9dc53d1e5a
|
The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs
|
2018-10-12 15:08:53 +01:00 |
|
Richard Davey
|
4beffe842a
|
Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites.
|
2018-10-12 15:06:10 +01:00 |
|
Richard Davey
|
8faafc2ceb
|
New Scale Manager implementation starting to take shape
|
2018-10-11 17:02:29 +01:00 |
|
Richard Davey
|
240914ee03
|
Fixed some types and removed resize calls
|
2018-10-11 17:02:14 +01:00 |
|
Richard Davey
|
7144f64c82
|
Added DOM constants
|
2018-10-11 17:02:01 +01:00 |
|
Richard Davey
|
666c3744b5
|
Moved to DOM constants
|
2018-10-11 17:01:49 +01:00 |
|
Richard Davey
|
f9b4419f08
|
Uses Scale Manager sizes
|
2018-10-11 17:01:38 +01:00 |
|
Richard Davey
|
99591f0d72
|
Added new Scale Manager config properties
|
2018-10-11 17:01:17 +01:00 |
|
Richard Davey
|
fc9b6f7504
|
Adding preBoot step
|
2018-10-10 13:53:49 +01:00 |
|
Richard Davey
|
4e0a3e94d2
|
Getting ready for rewrite
|
2018-10-10 13:53:14 +01:00 |
|
Richard Davey
|
b90109efe1
|
Typo fix
|
2018-10-10 13:41:55 +01:00 |
|
Richard Davey
|
3e9cc42f49
|
Device.OS has been restructured to allow fake UAs from Chrome dev tools to register iOS devices.
|
2018-10-10 13:41:47 +01:00 |
|
Richard Davey
|
4b1c762296
|
Updated @memberOf to @memberof
|
2018-10-10 10:49:13 +01:00 |
|
Richard Davey
|
1e7251ba97
|
Commented out resize, soon to be removed
|
2018-10-10 10:47:13 +01:00 |
|
Richard Davey
|
f32df230d6
|
Working through SM flow
|
2018-10-10 10:47:04 +01:00 |
|
Richard Davey
|
b4dfa49750
|
Clarified docs
|
2018-10-10 10:46:55 +01:00 |
|
Richard Davey
|
3c4604127a
|
Shorter error
|
2018-10-10 10:46:47 +01:00 |
|
Richard Davey
|
ecc85b447c
|
Updated to use DOM components and hook into game flow
|
2018-10-09 18:14:25 +01:00 |
|
Richard Davey
|
953422a059
|
Exposed Scale Manager via global reference
|
2018-10-09 18:14:09 +01:00 |
|
Richard Davey
|
bddca4c1de
|
Added all of the DOM components the Scale Manager needs
|
2018-10-09 18:13:56 +01:00 |
|
Richard Davey
|
a9063604dc
|
Replace @readOnly with @readonly
|
2018-10-09 13:40:00 +01:00 |
|
Richard Davey
|
1025362781
|
Updated log
|
2018-10-08 17:03:06 +01:00 |
|
Richard Davey
|
dea2ee89f0
|
Moving out of experimental
|
2018-10-08 17:03:00 +01:00 |
|
Richard Davey
|
c28d790243
|
Updating ScaleManager for v3
|
2018-10-08 17:02:51 +01:00 |
|
Richard Davey
|
c2f78fe025
|
Determines if the two objects (either Rectangles or Rectangle-like) have the same width and height values under strict equality.
|
2018-10-08 17:02:27 +01:00 |
|
Richard Davey
|
e36356eeb7
|
Added ScaleManager consts
|
2018-10-08 17:01:26 +01:00 |
|
Richard Davey
|
51c5c9014f
|
Moved to new location
|
2018-10-08 15:23:56 +01:00 |
|
Richard Davey
|
51b36573aa
|
Preparing for ScaleManager move
|
2018-10-08 15:23:20 +01:00 |
|
Richard Davey
|
b7d520b8cc
|
Merging in ScaleManager
|
2018-10-08 15:23:10 +01:00 |
|
Richard Davey
|
8994d8f13e
|
CameraManager.remove has a new argument runDestroy which, if set, will automatically call Camera.destroy on the Cameras removed from the Camera Manager.
|
2018-10-05 18:30:00 +01:00 |
|
Richard Davey
|
31109422b6
|
Made docs even more explicit. Close #4084
|
2018-10-05 16:39:42 +01:00 |
|
Richard Davey
|
4d13702c33
|
The Particle Emitter Manager has been given a NOOP method called setBlendMode to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083
|
2018-10-05 16:31:43 +01:00 |
|
Richard Davey
|
0f929bf0cc
|
TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085
|
2018-10-05 16:27:42 +01:00 |
|
Richard Davey
|
2a1ea30cb7
|
Typos
|
2018-10-03 22:07:41 +01:00 |
|
Richard Davey
|
5b6f9a3876
|
Adding Spine runtimes for testing potential plugin
|
2018-10-02 16:59:36 +01:00 |
|
Richard Davey
|
66445c9fb1
|
If you set pixelArt to true in your game config (or antialias to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas.
|
2018-10-02 13:30:45 +01:00 |
|
Richard Davey
|
e48d6bfb01
|
If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073
|
2018-10-02 13:13:51 +01:00 |
|
Richard Davey
|
1b85512de2
|
Fixed a bug in the canvas rendering of both the Static and Dynamic Tilemap Layers where the camera matrix was being multiplied twice with the layer, causing the scale and placement to be off
|
2018-10-02 12:51:02 +01:00 |
|
Richard Davey
|
e4c38215cd
|
The RequestAnimationFrame.step and stepTimeout functions have been updated so that the new Frame is requested from raf before the main game step is called. This allows you to now stop the raf callback from within the game update or render loop. Fix #3952
|
2018-10-02 11:33:05 +01:00 |
|
Richard Davey
|
143957d24a
|
You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081
|
2018-10-02 11:09:58 +01:00 |
|
Richard Davey
|
5bdf9aa21b
|
WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process
|
2018-10-01 16:32:42 +01:00 |
|
Richard Davey
|
ad2ef6a742
|
Preparing for 3.15 dev
|
2018-10-01 15:31:08 +01:00 |
|
Richard Davey
|
a595ab0606
|
Updated CDN links
|
2018-10-01 14:55:58 +01:00 |
|