Commit graph

19048 commits

Author SHA1 Message Date
Richard Davey
d589637b21 Beta 4 2023-10-27 16:38:24 +01:00
Richard Davey
4d555958de Added setDirectControl to allow a body to calculate velocity from position changes
Also added component method and internal autoFrame vec2.
2023-10-26 23:03:08 +01:00
Richard Davey
fbec8aebc9 Working through auto update optimizations 2023-10-26 22:03:18 +01:00
Richard Davey
fd1f0b3d68 Merge branch 'master' of https://github.com/photonstorm/phaser 2023-10-26 21:07:41 +01:00
Richard Davey
d66a4e7b65 Updated jsdocs 2023-10-26 21:07:39 +01:00
Richard Davey
f4a9b993cc Testing Body.autoUpdate 2023-10-26 19:02:19 +01:00
Richard Davey
6dd1017fd9 Docs update 2023-10-26 19:02:02 +01:00
Richard Davey
f20963c04f Fixed jsdocs 2023-10-15 17:24:21 +01:00
Richard Davey
b52221316b Update DynamicTexture.js
See. Never deploy on Friday the 13th.
2023-10-13 18:37:22 +01:00
Richard Davey
7b8a475181 v3.61 Beta 3 Release 2023-10-13 17:56:42 +01:00
Richard Davey
790c723100 Update CHANGELOG-v3.61.md 2023-10-13 17:54:03 +01:00
Richard Davey
b28ad7f3d3 The BitmapMask wouldn't correctly set the gl viewport when binding, which caused the mask to distort in games where the canvas resizes from its default. Fix #6527 2023-10-13 17:53:55 +01:00
Richard Davey
c3ea19932e Update CHANGELOG-v3.61.md 2023-10-13 17:15:23 +01:00
Richard Davey
bae26a5205 When a framebuffer is deleted, it now sets its renderTexture property to undefined to ensure the reference is cleared. 2023-10-13 17:15:21 +01:00
Richard Davey
3333fa39e7 Fixed DynamicTexture memory leak on WebGL
* The `DynamicTexture` was leaking memory by leaving a WebGLTexture in memory when its `setSize` method was called. This happens automatically on instantiation, meaning that if you created DynamicTextures and then destroyed them frequently, memory would continue to increase (thanks David)
* `DynamicTexture.width` and `height` were missing from the class definition, even though they were set and used internally. They're now exposed as read-only properties.
* `DynamicTexture.setFromRenderTarget` is a new method that syncs the internal Frame and TextureSource GL textures with the Render Target GL textures.
2023-10-13 17:14:22 +01:00
Richard Davey
059ff984a2 JSDocs fix 2023-10-13 14:45:49 +01:00
Richard Davey
4ef3c58caa Updated jsdocs 2023-10-13 13:09:28 +01:00
Richard Davey
389f510719 Update GetAdvancedValue.js 2023-10-12 18:49:10 +01:00
Richard Davey
d74e767050 Delete color attachment 2023-10-12 18:49:06 +01:00
Richard Davey
1935119141 Array Remove and unbind before deleting the framebuffer 2023-10-12 15:22:26 +01:00
Richard Davey
2d364f08c4 Clear stamp texture if current 2023-10-12 15:22:26 +01:00
Richard Davey
e5b04be760 Reset stamp texture 2023-10-12 15:22:26 +01:00
Richard Davey
aec66eea78 2nd parameter not required 2023-10-12 15:22:26 +01:00
Richard Davey
6fcee8fe8f No need to null the source glTexture 2023-10-12 15:22:26 +01:00
Richard Davey
758db68d1a Remove event handler first 2023-10-12 15:22:26 +01:00
Richard Davey
175d6d1ab3 Added watchns for no-spector build 2023-10-12 15:22:26 +01:00
Richard Davey
b6b2961a6b Update .eslintignore 2023-10-12 15:22:26 +01:00
Richard Davey
53a0408b64 Create webpack-nospector.config.js 2023-10-12 15:22:26 +01:00
Richard Davey
353459a838 Update webpack.config.js 2023-10-12 15:22:26 +01:00
Richard Davey
03b97580a8 Update CHANGELOG-v3.61.md 2023-10-12 13:37:30 +01:00
Richard Davey
faae57befa Update CHANGELOG-v3.61.md 2023-10-11 20:53:43 +01:00
Richard Davey
4748edf908 Use the new tile.tintFill boolean 2023-10-11 20:53:40 +01:00
Richard Davey
c04c61ad1a TilemapLayer.setTintFill is a new method that will apply a fill-based tint to the tiles in the given area, rather than an additive-based tint, which is what the setTint method uses. 2023-10-11 20:53:31 +01:00
Richard Davey
641276c625 Tile.tintFill is a new boolean property that controls if the tile tint is additive or fill based. This is used in the TilemapLayerWebGLRenderer function. 2023-10-11 20:53:12 +01:00
Richard Davey
181a022348 Merge branch 'master' of https://github.com/photonstorm/phaser 2023-10-10 20:22:31 +01:00
Richard Davey
b958123dad Fixed typedefs 2023-10-10 20:22:28 +01:00
Richard Davey
0e145756bb Added new uniforms and handle rounding in the shader 2023-10-10 18:50:17 +01:00
Richard Davey
6360d76515 Removed use of roundPixels for now 2023-10-10 18:49:59 +01:00
Richard Davey
4bb2807627 Added uRoundPixels and uResolution to the core shaders 2023-10-10 18:49:49 +01:00
Richard Davey
cd1854630e Testing round pixels on shader 2023-10-05 14:39:21 +01:00
Richard Davey
ae24bc9d03 Updated GetCollidesWith 2023-10-04 21:31:54 +01:00
Richard Davey
f7f070eedf Merge all the functions into the component 2023-10-04 21:30:50 +01:00
Richard Davey
6bfaa94c4d Add Collision Component mixin 2023-10-04 21:30:41 +01:00
Richard Davey
07620231e5 Add Collision Component and properties 2023-10-04 21:30:27 +01:00
Richard Davey
3268650dcb Make Collision Component capable of working with Groups and Tilemap Layers 2023-10-04 17:09:37 +01:00
Richard Davey
d204866e71 Update CHANGELOG-v3.61.md 2023-10-04 16:29:10 +01:00
Richard Davey
0cb99a7ecf Added canCollide method and used it in all collision checks 2023-10-04 16:29:07 +01:00
Richard Davey
fd899c03e8 Update SetCollisionObject.js 2023-10-04 16:28:29 +01:00
Richard Davey
2461bf076a Added collision category, collision mask and related methods 2023-10-04 16:28:22 +01:00
Richard Davey
922b756503 Added collision category marker and nextCategory method 2023-10-04 16:27:37 +01:00