Commit graph

19230 commits

Author SHA1 Message Date
Richard Davey
c7785b0f12
Merge pull request #6610 from PresentCreativeLLC/EmitterOpRandomMinMaxConfigFix
EmitterOpRandomMinMaxConfig type correction
2023-11-08 15:40:09 +00:00
Richard Davey
ea98751d05
Merge pull request #6609 from PresentCreativeLLC/ParticleDataTypesUpdate
Created ParticleData description
2023-11-08 15:39:09 +00:00
Richard Davey
28a605def3
Merge pull request #6608 from PresentCreativeLLC/ParticleEmitterTypesUpdate
Added the use of Vector2Like
2023-11-08 15:38:31 +00:00
Richard Davey
e552becd33
Merge pull request #6620 from PresentCreativeLLC/EmitZoneDataCorrection
Type clarification for emit zone data
2023-11-08 15:37:16 +00:00
Richard Davey
392be38db3
Merge pull request #6619 from PresentCreativeLLC/EmitterOpOnEmitCallbackUpdate
EmitterOpOnEmitCallback update
2023-11-08 15:36:48 +00:00
Richard Davey
36472d491d
Merge pull request #6625 from PresentCreativeLLC/DeathZoneObjDescription
Updated the description of DeathZoneObj
2023-11-08 15:36:21 +00:00
Richard Davey
21338577b8
Merge pull request #6628 from PresentCreativeLLC/AddZonesFix
AddEmitZone and AddDeathZone parity
2023-11-08 15:34:12 +00:00
Richard Davey
23372fa6cb
Merge pull request #6636 from PresentCreativeLLC/EmitterColorOpDescriptionCorrection
Added to the description that EmitterColorOp is an extension
2023-11-08 15:31:50 +00:00
Richard Davey
065d3f4635
Merge pull request #6637 from PresentCreativeLLC/EmitterOpRandomStartEndConfigRemoval
Removed interface EmitterOpRandomStartEndConfig
2023-11-08 15:31:28 +00:00
Richard Davey
a8a894e9dc
Merge pull request #6639 from PresentCreativeLLC/EmitterOpPropertyValueTypeAddition
Added missing reference to EmitterOpOnUpdateType
2023-11-08 15:30:55 +00:00
Richard Davey
2d1c24cc3a
Merge pull request #6641 from rexrainbow/gameobject-tint-getter
Add getter of tint property
2023-11-08 15:29:29 +00:00
Richard Davey
070e42d64e
Merge pull request #6648 from samme/fix/PutTileAt-2
Fix TypeError in PutTileAt()
2023-11-08 15:28:12 +00:00
Richard Davey
315e3b757f
Merge pull request #6653 from PresentCreativeLLC/TextColorGradient
Extended color and stroke definitions
2023-11-08 15:27:23 +00:00
Richard Davey
d9f2891292
Merge pull request #6660 from neki-dev/master
Fixed jsdoc for GetRandom
2023-11-08 15:26:40 +00:00
Richard Davey
435faa627c Update CHANGELOG-v3.61.md 2023-11-08 15:24:42 +00:00
Richard Davey
c27dbd71ac Update CHANGELOG-v3.61.md 2023-11-08 12:35:23 +00:00
Richard Davey
2c8b70e4f7 Respect the disable fx flags and only create the pipelines and render targets as needed 2023-11-08 12:35:19 +00:00
Richard Davey
cc931f869c Added disablePreFX and disablePostFX flags 2023-11-08 12:34:46 +00:00
Richard Davey
eea31c7be8 Structs.Map.setAll is a new method that allows you to pass an array of elements to be set into the Map. This is a chainable method. 2023-11-08 12:09:05 +00:00
Richard Davey
b111d64097 Update CHANGELOG-v3.61.md 2023-11-07 23:42:17 +00:00
Richard Davey
ec5a695a5c PostFXPipeline.bootFX is a new method, which is the previous boot method but renamed. This is no longer called from the constructor, but instead when the Post FX Pipeline is activated by the Pipeline Manager. This means that the resources the Post FX requires, such as creating Render Targets and shaders, is delayed until the FX is actually used, saving on memory. 2023-11-07 23:42:04 +00:00
Richard Davey
274bd16de0 Update CHANGELOG-v3.61.md 2023-11-07 22:53:20 +00:00
Richard Davey
d3050a05fc The MultiPipeline.batchTexture method has a new optional boolean parameter skipPrePost that will force the call to ignore calling the preBatch and postBatch Pipeline Manager methods for the Game Object. This allows you to skip the overhead of calling them if you know you don't need them. 2023-11-07 22:53:14 +00:00
Richard Davey
52619b26f9 Set missing uniforms to get FX working again :) 2023-11-07 22:51:38 +00:00
Richard Davey
ed5c44a65e Fixed an issue in the way the Tilemap WebGL Renderer would call batchTexture that meant if you applied a PostFX to a Tilemap it would apply the fx for every single tile in the layer, instead of just once per layer. In a simple map this fix has reduced draw calls from over 12,000 to just 52, making it useable. 2023-11-07 22:51:11 +00:00
Richard Davey
86225b5215 Update CHANGELOG-v3.61.md 2023-11-07 18:53:56 +00:00
Richard Davey
94c810fd39 Remove false param to setQuad 2023-11-07 18:53:51 +00:00
Richard Davey
0431796d94 false is the default now 2023-11-07 18:52:46 +00:00
Richard Davey
89ceaa288a Remove roundPixels 2023-11-07 18:52:30 +00:00
Richard Davey
755950760b Remove rounding 2023-11-07 18:52:23 +00:00
Richard Davey
34f282397c The TransformMatrix.setQuad method signature has changed slightly. The roundPixels parameter is now optional and defaults to false. Previously, you always had to set it. 2023-11-07 18:50:42 +00:00
Richard Davey
3e859bcfd3 Update CHANGELOG-v3.61.md 2023-11-07 18:44:03 +00:00
Richard Davey
71e9e517a8 The Game Config roundPixels property is now true by default. This means that all Game Objects will be positioned and rendered with pixel-perfect precision, which is by far the most common use-case for Phaser games. This will prevent sub-pixelation when rendering at non-integer offsets and smoother scrolling, especially at high Camera zoom scales. If you wish to disable this, you can do so via the Game Config, or by setting the roundPixels property in the Game Config to false. 2023-11-07 18:41:00 +00:00
Richard Davey
77deea9f23 Beta 5 2023-11-07 18:37:42 +00:00
Richard Davey
f96b557f4c The MultiPipeline.batchSprite method (which is also used by the Single Pipeline and Mobile Pipeline) will no longer use roundPixels when calculating the quad vertex data. It also won't apply it to any of the sprite values. This is all now handled in the shader directly. 2023-11-07 18:37:34 +00:00
Richard Davey
7590600b5e Camera.preRender will no longer round the origin, follow coordinates or scrollX/Y coordinates. It will still round the World view. 2023-11-07 18:31:48 +00:00
Richard Davey
df846bdab3 CanvasRenderer.batchSprite has been updated to correctly use the Camera roundPixels property and apply it to the drawImage call. 2023-11-07 18:30:02 +00:00
Richard Davey
a26f827650 Optimized setTextureFilter 2023-11-07 18:28:27 +00:00
Richard Davey
d799c06031 Update TransformMatrix.js
* `TransformMatrix.setToContext` will now use `setTransform(this)` as 'this' is an equivalent object that this method can natively take.
* `TransformMatrix.setQuad` no longer uses an anonymous function for `roundPixels`, which will help with performance.
2023-11-07 18:27:47 +00:00
Richard Davey
4564216c54 Set the context from the CanvasTexture 2023-11-07 18:25:36 +00:00
Richard Davey
84282e838c Update CHANGELOG-v3.61.md 2023-11-07 17:47:00 +00:00
Richard Davey
b0c2dcf463 Remove the gx/gy rounding (un-needed) and pass the roundPixels value to setQuad 2023-11-07 15:26:58 +00:00
Richard Davey
1b12993898 Updated jsdocs 2023-11-07 15:26:07 +00:00
Richard Davey
e36d43533c Updated shaders to use 'round' glsl instead of 'floor' 2023-11-07 15:23:57 +00:00
Richard Davey
91b145915c Don't use the anonymous function, just a boolean check 2023-11-06 18:54:11 +00:00
Richard Davey
29dc04c8cf Update CHANGELOG-v3.61.md 2023-11-03 19:02:56 +00:00
Richard Davey
5812b4b7a7 Fixed issue with Dynamic Textures and Render Textures not displaying until resized. Fix #6662 2023-11-03 19:02:52 +00:00
Richard Davey
5aa409e8f3 RenderTarget.willResize is a new method that will return true if the Render Target will be resized as a result of the new given width and height values. 2023-11-03 19:02:20 +00:00
Richard Davey
ef1ef79f4f v3.61 Beta 4 2023-10-27 16:39:35 +01:00
Richard Davey
2bf377b44d Update CHANGELOG-v3.61.md 2023-10-27 16:38:28 +01:00