Commit graph

18006 commits

Author SHA1 Message Date
Richard Davey
b6613cb6dd Update CHANGELOG-v3.60.md 2022-11-18 22:09:08 +00:00
Richard Davey
0f4bd028ce Corrected jsdocs. Fix #6113 2022-11-18 22:09:05 +00:00
Richard Davey
40546012b3 Update CHANGELOG-v3.60.md 2022-11-18 22:04:42 +00:00
Richard Davey
d4b386aa90 Added generics to Container 2022-11-18 22:04:39 +00:00
Richard Davey
5be749c988 Added setCentre. Fix #6065 2022-11-18 21:39:47 +00:00
Richard Davey
84cdbdd560 Added generics. Fix #6140 2022-11-18 21:30:28 +00:00
Richard Davey
a8ae6d49b0 Update phaser.d.ts 2022-11-17 22:14:33 +00:00
Richard Davey
6c280845ed Update CHANGELOG-v3.60.md 2022-11-17 22:14:18 +00:00
Richard Davey
d520799603 New Parser build 2022-11-17 22:14:15 +00:00
Richard Davey
552aedaa85 Upgraded typescript and webpack 2022-11-17 22:14:02 +00:00
Richard Davey
9737bd643a Had to nuke relock to fix globals issue 2022-11-17 22:13:51 +00:00
Richard Davey
b28eaf8da7 Added generics to Scene Manager functions. Fix #5662 2022-11-17 22:13:24 +00:00
Richard Davey
46b7e36ec8 Update CHANGELOG-v3.60.md 2022-11-17 18:40:26 +00:00
Richard Davey
d48f548472 TS defs update. Fix #5665 2022-11-17 18:40:24 +00:00
Richard Davey
3aca6145d2 Update CHANGELOG-v3.60.md 2022-11-17 18:04:53 +00:00
Richard Davey
e608c2caf1 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. 2022-11-17 18:04:51 +00:00
Richard Davey
1b8495f4ec Update TweenChain.js 2022-11-17 17:31:25 +00:00
Richard Davey
5c2fe632d1 Update CHANGELOG-v3.60.md 2022-11-17 17:25:50 +00:00
Richard Davey
c9d7a76998 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 2022-11-17 17:25:47 +00:00
Richard Davey
95ab3ac2ec Update CHANGELOG-v3.60.md 2022-11-17 16:49:14 +00:00
Richard Davey
8c7c8ee2a4 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 2022-11-17 16:49:10 +00:00
Richard Davey
1249c6a965 Update CHANGELOG-v3.60.md 2022-11-17 14:34:49 +00:00
Richard Davey
ce12d63d01 The Tilemap.destroyLayer method would throw an error "TypeError: layer.destroy is not a function". It now correctly destroys the TilemapLayer. Fix #6268 2022-11-17 14:34:46 +00:00
Richard Davey
fea2c9e7de Update CHANGELOG-v3.60.md 2022-11-17 14:28:25 +00:00
Richard Davey
759599e4d1 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 2022-11-17 14:28:23 +00:00
Richard Davey
eec8b6a507 Update CHANGELOG-v3.60.md 2022-11-17 14:18:02 +00:00
Richard Davey
05845c6ee0 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 2022-11-17 14:17:58 +00:00
Richard Davey
37e99f5946 Merge branch 'master' of https://github.com/photonstorm/phaser 2022-11-16 22:01:30 +00:00
Richard Davey
a00efab782 Update CHANGELOG-v3.60.md 2022-11-16 22:01:27 +00:00
Richard Davey
4487419d39
Merge pull request #6286 from AlbertMontagutCasero/master
Updated SpineGameObject type definition
2022-11-16 22:00:28 +00:00
Albert Montagut Casero
3162ba63d9 Updated SpineGameObject type definition 2022-11-16 11:31:05 +01:00
Richard Davey
2f720246ab Reset the buffer and textures on rebind. 2022-11-15 21:54:43 +00:00
Richard Davey
6220d9b18d Fake this flag to allow Bobs to get a physics body. Fix #6284 2022-11-14 21:41:37 +00:00
Richard Davey
11def7bf38 Added addMultiple and removed ability from add and chain to pass in arrays of configs 2022-11-14 17:04:05 +00:00
Richard Davey
c5e10cd3f1 Fix #6052 2022-11-10 22:14:18 +00:00
Richard Davey
cfc8e4df3d Preparing for Beta 15 2022-11-10 16:21:07 +00:00
Richard Davey
90c773975c v3.60 Beta 14 2022-11-10 16:20:11 +00:00
Richard Davey
afdba56538 Locked jsdoc to 3.x.x 2022-11-10 16:19:48 +00:00
Richard Davey
643a0d1de1 Added debug and warning 2022-11-10 16:19:30 +00:00
Richard Davey
064e8a3ec2 Fixed type issues 2022-11-10 16:05:20 +00:00
Richard Davey
c903bf6a3e Update CHANGELOG-v3.60.md 2022-11-10 15:10:57 +00:00
Richard Davey
c546a38ae2 Updated jsdocs 2022-11-10 15:10:50 +00:00
Richard Davey
465bf07334 The GameObjects.Components.Mask.createBitmapMask method can now accept the x, y, texture and frame parameters new to the BitmapMask constructor. 2022-11-10 15:09:27 +00:00
Richard Davey
51f65366d7 Update CHANGELOG-v3.60.md 2022-11-09 18:18:38 +00:00
Richard Davey
b457e42a2f 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 2022-11-09 18:18:35 +00:00
Richard Davey
4fccfe5048 Update CHANGELOG-v3.60.md 2022-11-09 16:30:41 +00:00
Richard Davey
6b9872fb33 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 2022-11-09 16:30:38 +00:00
Richard Davey
778b3e7f52 Allow key presses during pre-create stage 2022-11-08 23:32:58 +00:00
Richard Davey
4a7eb19731 Update CHANGELOG-v3.60.md 2022-11-08 23:21:36 +00:00
Richard Davey
987e769b6b 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 2022-11-08 23:21:33 +00:00