Richard Davey
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b03ae6a9ad
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Typo fix
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2019-09-30 14:24:52 +01:00 |
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Richard Davey
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9616e8187a
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MultiAtlasFiles would incorrectly add the atlas JSON into the JSON cache, causing you to not be able to destroy and reload the texture using the same atlas key as before. Fix #4720
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2019-09-30 14:24:16 +01:00 |
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Richard Davey
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b2b7301bdd
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Update CHANGELOG.md
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2019-09-30 14:12:20 +01:00 |
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Richard Davey
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4a5a81e0f2
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MultiFile key fix.
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2019-09-30 14:12:17 +01:00 |
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Richard Davey
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2f976acb13
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If more than one MultiAtlasFile used the same internal file name for its images, subsequent multi-atlases would fail to load. Fix #4330
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2019-09-30 14:11:29 +01:00 |
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Richard Davey
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2829d27e8a
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Fixed return type. Fix #4772
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2019-09-30 13:32:14 +01:00 |
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Richard Davey
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d67a71efc8
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New Spine Plugin dist build
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2019-09-27 16:18:00 +01:00 |
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Richard Davey
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cb32eef1d9
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Update CHANGELOG.md
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2019-09-27 16:11:51 +01:00 |
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Richard Davey
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62ffdeca3d
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Now using setSkin for 3.8 runtimes.
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2019-09-27 16:11:48 +01:00 |
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Richard Davey
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973bf76b14
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MultiAtlasFiles that loaded their own external images would obtain incorrect path and URL values if the path had been changed by another file in the queue. They now retain the loader state and apply it to all child files during load.
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2019-09-27 16:11:30 +01:00 |
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Richard Davey
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b82d809ec6
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Using Loader.setPath to define the Spine assets locations could error if trying to load multiple files from different folders. It will now retain the path state at the time of invocation, rather than during the load.
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2019-09-27 16:11:15 +01:00 |
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Richard Davey
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999967c772
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MultiFile has three new internal properties: baseURL , path and prefix which allow them to retain the state of the loader at the time of creation, to be passed on to all child-files. Fix #4679.
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2019-09-27 16:06:51 +01:00 |
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Richard Davey
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f9785d58e8
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Fixed issue with factory functions
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2019-09-27 16:04:15 +01:00 |
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Richard Davey
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32ba59e4b6
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Update CHANGELOG.md
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2019-09-27 15:44:13 +01:00 |
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Richard Davey
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cde1210523
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The Container WebGLRenderer will now handle child new type switching, allowing you to carry on with a batch of same-type Game Objects even if they're nested within Containers. Fix #4710
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2019-09-27 15:41:51 +01:00 |
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Richard Davey
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5d75a4a7da
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The Spine Game Object will no longer set the default skin name to be 'default', it will leave the name empty. Fix #4764
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2019-09-27 13:48:17 +01:00 |
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Richard Davey
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af53cf6a02
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Update CHANGELOG.md
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2019-09-27 13:44:43 +01:00 |
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Richard Davey
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f2a0594c40
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New Debug Plugin build
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2019-09-27 13:44:38 +01:00 |
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Richard Davey
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4462c98b89
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Removed commented-out code
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2019-09-27 13:44:12 +01:00 |
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Richard Davey
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850d46bde3
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Fixed Texture Atlas cache issue, Scene Renderer disposal and GameObjectFactory bindings
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2019-09-27 13:43:56 +01:00 |
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Richard Davey
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467e18598a
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Upgraded to Spine 3.8 runtimes
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2019-09-27 11:29:58 +01:00 |
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Richard Davey
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b354b3ad52
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Added Spine 3.8 TypeScript defs
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2019-09-27 11:29:42 +01:00 |
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Richard Davey
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c59aa16bb4
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Leaderboard extends Event Emitter, which was missing in the TypeScript defs. Fix #4703
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2019-09-26 13:45:01 +01:00 |
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Richard Davey
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9485eef5c7
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Leaderboard.getConnectedScores incorrectly specified two parameters, neither of which were used. Fix #4702
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2019-09-26 13:42:59 +01:00 |
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Richard Davey
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c6e7213fe4
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The documentation for the chooseContext method has been fixed. Fix #4425
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2019-09-26 13:36:36 +01:00 |
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Richard Davey
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82401fc74f
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Calling gameStarted in a game that doesn't load any assets would cause the error {code: "INVALID_OPERATION", message: "Can not perform this operation before game start."} . The plugin will now has a new internal method gameStartedHandler and will redirect the flow accordingly based on asset loading. Fix #4550
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2019-09-26 13:20:59 +01:00 |
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Richard Davey
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163ab4fc19
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Calling showAd or showVideoAd will now check to see if the ad has already been displayed, and skip it when iterating the ads array, allowing you to display an ad with the same Placement ID without preloading it again. Fix #4728
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2019-09-26 13:11:28 +01:00 |
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Richard Davey
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107bccf105
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Tween.updateTo would break out of the TweenData iteration as soon as it adjusted the first matching key, causing tweens acting on multiple targets to only update the first target. It now updates them all. Fix #4763
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2019-09-26 12:46:55 +01:00 |
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Richard Davey
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719c2322ad
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Update CHANGELOG.md
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2019-09-26 12:42:36 +01:00 |
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Richard Davey
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1d30497a8f
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Merge pull request #4745 from yhwh/enhancement/WebGLPipeline
update vertexComponentCount in WebGLPipeline addAttribute
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2019-09-26 12:41:35 +01:00 |
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Richard Davey
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f3e18000f2
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Merge pull request #4760 from rexrainbow/blitter-enhancement
Set dirty flag only when render state of bob is changed
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2019-09-26 12:32:34 +01:00 |
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Richard Davey
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7584b9b17f
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Merge pull request #4752 from funnisimo/separateCircle
FIX #4751 - Physics.Arcade.World.separateCircle - weird effects when …
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2019-09-26 12:30:18 +01:00 |
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Richard Davey
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800aac5820
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Merge pull request #4749 from funnisimo/hitTest
Fix for Issue #4748 - Physics.Arcade.Body.hitTest - bug with circles
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2019-09-26 12:27:14 +01:00 |
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Richard Davey
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8c18699e74
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A hasOwnProperty check has been applied to the SceneManager.createSceneFromObject method when parsing additional properties in the extend object
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2019-09-26 12:24:59 +01:00 |
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Richard Davey
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d4bb75fd8d
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Update CHANGELOG.md
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2019-09-26 12:17:16 +01:00 |
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Richard Davey
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ddc1a136ce
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MatterPhysics.shutdown could try to access properties that may have been previously removed during the Game.destroy process, causing a console error. It now checks properties before removing events from them
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2019-09-26 12:17:16 +01:00 |
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Richard Davey
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4be4ba4823
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Merge pull request #4707 from MatthewAlner/Bug#4706-ignored-attempt-to-cancel-a-touchstart
Bug#4706 add `event.cancelable` check
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2019-09-26 12:09:06 +01:00 |
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Richard Davey
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1e8fcc0ee1
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Merge pull request #4761 from rexrainbow/rendertexture-enhancement
Update display-origin when resizing
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2019-09-26 12:05:24 +01:00 |
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Richard Davey
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b704fdd680
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2019-09-24 12:36:32 +01:00 |
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Richard Davey
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d875a59958
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InteractiveObject.alwaysEnabled is a new boolean that allows an interactive Game Object to always receive input events, even if it's invisible or won't render.
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2019-09-24 12:36:28 +01:00 |
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Hua
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2559a06705
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Merge branch 'master' of https://github.com/rexrainbow/phaser
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2019-09-23 08:55:32 +08:00 |
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Rex
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6deec2c44b
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Also resize hit-area when resizing
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2019-09-21 20:24:26 +08:00 |
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Rex
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08a2082d46
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Update display-origin when resizing
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2019-09-21 20:21:09 +08:00 |
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Rex
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7795713ab5
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Set dirty flag only when render state of bob is changed
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2019-09-21 20:15:56 +08:00 |
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Richard Davey
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5c04e20b20
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The private Shader._savedKey property has been removed as it wasn't used anywhere internally.
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2019-09-20 14:48:41 +01:00 |
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Richard Davey
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bc5c7cf7ab
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When calling Shader.setRenderToTexture() it will now draw the shader just once, immediately to the texture, to avoid the texture being blank for a single frame (thanks Kyle)
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2019-09-19 23:32:40 +01:00 |
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Funnisimo
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4455237967
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need to do velocity based separation too
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2019-09-19 14:13:07 -05:00 |
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Richard Davey
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9f8e9d2afc
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InputPlugin.processDragMove has been updated so that the resulting dragX and dragY values, sent to the event handler, now compensate for the scale of the Game Objects parent container, if inside of one. This means dragging a child of a scale Container will now still drag at 'full' speed.
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2019-09-16 15:47:18 +01:00 |
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Richard Davey
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d41e0899ab
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Update CHANGELOG.md
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2019-09-13 19:18:17 +01:00 |
|
Funnisimo
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b7ff2c02ae
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FIX #4751 - Physics.Arcade.World.separateCircle - weird effects when bounce=0
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2019-09-13 11:34:11 -05:00 |
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