Richard Davey
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b6613cb6dd
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Update CHANGELOG-v3.60.md
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2022-11-18 22:09:08 +00:00 |
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Richard Davey
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0f4bd028ce
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Corrected jsdocs. Fix #6113
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2022-11-18 22:09:05 +00:00 |
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Richard Davey
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40546012b3
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Update CHANGELOG-v3.60.md
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2022-11-18 22:04:42 +00:00 |
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Richard Davey
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d4b386aa90
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Added generics to Container
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2022-11-18 22:04:39 +00:00 |
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Richard Davey
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5be749c988
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Added setCentre. Fix #6065
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2022-11-18 21:39:47 +00:00 |
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Richard Davey
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84cdbdd560
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Added generics. Fix #6140
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2022-11-18 21:30:28 +00:00 |
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Richard Davey
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a8ae6d49b0
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Update phaser.d.ts
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2022-11-17 22:14:33 +00:00 |
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Richard Davey
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6c280845ed
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Update CHANGELOG-v3.60.md
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2022-11-17 22:14:18 +00:00 |
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Richard Davey
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d520799603
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New Parser build
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2022-11-17 22:14:15 +00:00 |
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Richard Davey
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552aedaa85
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Upgraded typescript and webpack
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2022-11-17 22:14:02 +00:00 |
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Richard Davey
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9737bd643a
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Had to nuke relock to fix globals issue
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2022-11-17 22:13:51 +00:00 |
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Richard Davey
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b28eaf8da7
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Added generics to Scene Manager functions. Fix #5662
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2022-11-17 22:13:24 +00:00 |
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Richard Davey
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46b7e36ec8
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Update CHANGELOG-v3.60.md
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2022-11-17 18:40:26 +00:00 |
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Richard Davey
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d48f548472
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TS defs update. Fix #5665
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2022-11-17 18:40:24 +00:00 |
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Richard Davey
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3aca6145d2
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Update CHANGELOG-v3.60.md
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2022-11-17 18:04:53 +00:00 |
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Richard Davey
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e608c2caf1
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The CONTEXT_RESTORED Game Event has been removed and the WebGL Renderer no longer listens for the contextrestored DOM event, or has a contextRestoredHandler method. This never actually worked properly, in any version of Phaser 3 - although the WebGLRenderer would be restored, none of the shaders, pipelines or textures were correctly re-created. If a context is now lost, Phaser will display an error in the console and all rendering will halt. It will no longer try to re-create the context, leading to masses of WebGL errors in the console. Instead, it will die gracefully and require a page reload.
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2022-11-17 18:04:51 +00:00 |
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Richard Davey
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1b8495f4ec
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Update TweenChain.js
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2022-11-17 17:31:25 +00:00 |
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Richard Davey
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5c2fe632d1
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Update CHANGELOG-v3.60.md
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2022-11-17 17:25:50 +00:00 |
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Richard Davey
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c9d7a76998
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The Light fragment shader will now use the outTintEffect attribute meaning the Light Pipeline will now correctly light both tinted and fill-tinted Game Objects. Fix #5452
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2022-11-17 17:25:47 +00:00 |
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Richard Davey
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95ab3ac2ec
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Update CHANGELOG-v3.60.md
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2022-11-17 16:49:14 +00:00 |
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Richard Davey
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8c7c8ee2a4
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The batchLine method in the Multi Pipeline will now check to see if the dxdy len is zero, and if so, it will abort drawing the line. This fixes issues on older Android devices, such as the Samsung Galaxy S6 or Kindle 7, where it would draw erroneous lines leading up to the top-left of the canvas under WebGL when rendering a stroked rounded rectangle. Fix #5429
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2022-11-17 16:49:10 +00:00 |
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Richard Davey
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1249c6a965
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Update CHANGELOG-v3.60.md
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2022-11-17 14:34:49 +00:00 |
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Richard Davey
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ce12d63d01
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The Tilemap.destroyLayer method would throw an error "TypeError: layer.destroy is not a function". It now correctly destroys the TilemapLayer. Fix #6268
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2022-11-17 14:34:46 +00:00 |
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Richard Davey
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fea2c9e7de
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Update CHANGELOG-v3.60.md
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2022-11-17 14:28:25 +00:00 |
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Richard Davey
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759599e4d1
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MapData and ObjectLayer will now enforce that the Tilemap.objects property is always an array. Sometimes Tiled willl set it to be a blank object in the JSON data. This fix makes sure it is always an array. Fix #6139
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2022-11-17 14:28:23 +00:00 |
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Richard Davey
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eec8b6a507
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Update CHANGELOG-v3.60.md
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2022-11-17 14:18:02 +00:00 |
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Richard Davey
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05845c6ee0
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The ParseJSONTiled function will now run a DeepCopy on the source Tiled JSON, which prevents object mutation, fixing an issue where Tiled Object Layer names would be duplicated if used across multiple Tilemap instances. Fix #6212
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2022-11-17 14:17:58 +00:00 |
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Richard Davey
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37e99f5946
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2022-11-16 22:01:30 +00:00 |
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Richard Davey
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a00efab782
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Update CHANGELOG-v3.60.md
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2022-11-16 22:01:27 +00:00 |
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Richard Davey
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4487419d39
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Merge pull request #6286 from AlbertMontagutCasero/master
Updated SpineGameObject type definition
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2022-11-16 22:00:28 +00:00 |
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Albert Montagut Casero
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3162ba63d9
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Updated SpineGameObject type definition
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2022-11-16 11:31:05 +01:00 |
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Richard Davey
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2f720246ab
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Reset the buffer and textures on rebind.
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2022-11-15 21:54:43 +00:00 |
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Richard Davey
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6220d9b18d
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Fake this flag to allow Bobs to get a physics body. Fix #6284
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2022-11-14 21:41:37 +00:00 |
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Richard Davey
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11def7bf38
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Added addMultiple and removed ability from add and chain to pass in arrays of configs
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2022-11-14 17:04:05 +00:00 |
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Richard Davey
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c5e10cd3f1
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Fix #6052
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2022-11-10 22:14:18 +00:00 |
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Richard Davey
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cfc8e4df3d
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Preparing for Beta 15
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2022-11-10 16:21:07 +00:00 |
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Richard Davey
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90c773975c
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v3.60 Beta 14
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2022-11-10 16:20:11 +00:00 |
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Richard Davey
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afdba56538
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Locked jsdoc to 3.x.x
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2022-11-10 16:19:48 +00:00 |
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Richard Davey
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643a0d1de1
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Added debug and warning
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2022-11-10 16:19:30 +00:00 |
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Richard Davey
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064e8a3ec2
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Fixed type issues
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2022-11-10 16:05:20 +00:00 |
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Richard Davey
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c903bf6a3e
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Update CHANGELOG-v3.60.md
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2022-11-10 15:10:57 +00:00 |
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Richard Davey
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c546a38ae2
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Updated jsdocs
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2022-11-10 15:10:50 +00:00 |
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Richard Davey
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465bf07334
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The GameObjects.Components.Mask.createBitmapMask method can now accept the x , y , texture and frame parameters new to the BitmapMask constructor.
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2022-11-10 15:09:27 +00:00 |
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Richard Davey
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51f65366d7
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Update CHANGELOG-v3.60.md
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2022-11-09 18:18:38 +00:00 |
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Richard Davey
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b457e42a2f
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The Light Pipeline will now check to see if a Light2D enabled Game Object has a parent Container, or not, and factor the rotation and scale of this into the light calculation. Fix #6086
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2022-11-09 18:18:35 +00:00 |
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Richard Davey
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4fccfe5048
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Update CHANGELOG-v3.60.md
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2022-11-09 16:30:41 +00:00 |
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Richard Davey
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6b9872fb33
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The method Color.setFromHSV would not change the members h , s and v , only the RGB properties. It now correctly updates them both. Fix #6276
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2022-11-09 16:30:38 +00:00 |
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Richard Davey
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778b3e7f52
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Allow key presses during pre-create stage
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2022-11-08 23:32:58 +00:00 |
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Richard Davey
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4a7eb19731
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Update CHANGELOG-v3.60.md
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2022-11-08 23:21:36 +00:00 |
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Richard Davey
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987e769b6b
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Scenes.Systems.canInput is a new internal method that determines if a Scene can receive Input events, or not. This is now used by the InputPlugin instead of the previous isActive test. This allows a Scene to emit and handle input events even when it is running init or preload . Previously, it could only do this after create had finished running. Fix #6123
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2022-11-08 23:21:33 +00:00 |
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