Dhruv Yadav
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75319233f2
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Styling updates for addKey(string) whitespace fix
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2018-08-30 21:53:19 +05:30 |
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Dhruv Yadav
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f29892b73f
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Fixed addKeys(string) whitespace issue
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2018-08-30 21:36:36 +05:30 |
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Richard Davey
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1f859208ea
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Updated log
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2018-08-29 16:35:18 +01:00 |
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Richard Davey
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14d3f6b35c
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Calling Arcade Physics collide during an update method wouldn't inject the results back into the Body parent, causing the bodies to carry on moving. Using Colliders worked, but manually checking did not. Now, both methods work. Fix #3777
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2018-08-29 16:35:13 +01:00 |
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Richard Davey
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00b9da47d5
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Updated log
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2018-08-29 16:12:05 +01:00 |
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Richard Davey
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e4a7977bb9
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The Transform Matrix has a new method applyInverse which will take an x/y position and inverse translate it through the current matrix.
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2018-08-29 16:11:59 +01:00 |
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Richard Davey
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91f7e27ae8
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Transform.getWorldTransformMatrix has been recoded to iterate the transform parents correctly, applying the matrix multiplications as it goes. This (along with some changes in the Input Manager) fix the issue with Game Objects inside of Containers failing hit tests between certain angles. Fix #3920
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2018-08-29 16:10:48 +01:00 |
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Richard Davey
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0c4de357cf
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The Input Manager has gained a new private property _tempMatrix2 . This is used internally in the hitTest checks to avoid constant matrix creation.
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2018-08-29 16:08:04 +01:00 |
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Richard Davey
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3469ff2cfd
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Arcade Physics World has gained two new private properties _tempMatrix and _tempMatrix2 . These are used by all bodies in the simulation that need a temporal matrix for calculations, rather than having their own instances.
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2018-08-29 16:07:07 +01:00 |
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Richard Davey
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2c525845be
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The Arcade Physics Body _tempMatrix property has been removed. It was only used if the Body's Game Object had a parent. The matrix has been moved to the World instance instead, shared by all bodies.
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2018-08-29 16:06:13 +01:00 |
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Richard Davey
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5c091f4ff9
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-08-29 11:57:33 +01:00 |
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Richard Davey
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7041bd99ec
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The InputManager.inputCandidate method, which determines if a Game Object can be interacted with by a given Pointer and Camera combination, now takes the full camera status into consideration. This means if a Camera is set to ignore a Game Object you can now longer interact with it, or if the Camera is ignoring a Container with an interactive Game Object inside it, you cannot interact with the Container children any more. Previously they would interact regardless of the Camera state. Fix #3984
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2018-08-29 11:57:30 +01:00 |
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Richard Davey
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2e421b4349
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Merge pull request #3981 from hypertrifle/master
Updated @param notation that cause issues generating docs
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2018-08-29 11:18:22 +01:00 |
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Richard Davey
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c302cd6f4e
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Merge pull request #3982 from spontoreau/master
Add CursorKeys type to Phaser.Input.Keyboard namespace
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2018-08-29 11:17:12 +01:00 |
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spontoreau
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e922f378f4
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Add CursorKeys type to Phaser.Input.Keyboard namespace
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2018-08-26 22:28:21 +02:00 |
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hypertrifle
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37da44f9c9
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Updated @param notation that cause issues generating docs
there was a double pipe - now there isn't
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2018-08-26 12:54:18 +01:00 |
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Richard Davey
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cbfc208e5b
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Updated log
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2018-08-24 23:58:38 +01:00 |
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Richard Davey
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cb0eeb3d63
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Added default blank frame for custom pipelines #3978
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2018-08-24 23:58:27 +01:00 |
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Richard Davey
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5eaeb208f6
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Preparing for beta4
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2018-08-23 19:35:42 +01:00 |
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Richard Davey
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5189d95e72
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3.12.0 Beta 3 Release
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2018-08-23 19:29:53 +01:00 |
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Richard Davey
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ca783182bf
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Updated change log
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2018-08-23 18:11:29 +01:00 |
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Richard Davey
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a585df3abf
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DOM Elements moved behind experimental flag for now
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2018-08-23 18:11:10 +01:00 |
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Richard Davey
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eaeab041ee
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Added render to texture docs
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2018-08-23 18:10:55 +01:00 |
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Richard Davey
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618754b411
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Moved FB plugin to plugins folder
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2018-08-23 18:10:46 +01:00 |
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Richard Davey
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7765496b19
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Moved FB plugin behind build flag
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2018-08-23 18:10:20 +01:00 |
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Richard Davey
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8af23472ed
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Added FBIG Plugin and Experimental build flag
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2018-08-23 18:09:37 +01:00 |
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Richard Davey
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1d4b2ed01a
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Removed un-needed methods and fixed TileSprite and Tilemap Lights. Fix #3949
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2018-08-23 17:30:27 +01:00 |
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Richard Davey
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0e27dc33e4
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When a Sprite3D object is added to a Camera via Camera.add it is now added to the Display and Update Lists. Fix #3945
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2018-08-23 15:53:33 +01:00 |
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Richard Davey
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ca0322a511
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Added link
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2018-08-23 15:49:29 +01:00 |
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Richard Davey
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ba4816c99c
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Typo plus example
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2018-08-23 15:48:28 +01:00 |
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Richard Davey
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fc51f3a2db
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Updated log and added plugin readme
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2018-08-23 15:44:53 +01:00 |
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Richard Davey
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b25ff9e065
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Moved Camera3D to optional plugin
Also included build flag to allow it to be compiled into the standard lib if required (saves a bunch of KB in duplicated classes)
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2018-08-23 15:30:21 +01:00 |
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Richard Davey
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beb286297c
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Camera3D Plugin moved out of the main src folder to optional plugin
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2018-08-23 13:18:25 +01:00 |
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Richard Davey
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5ca4799871
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Don't lint the config
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2018-08-23 13:17:58 +01:00 |
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Richard Davey
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a8b649cf98
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Log update
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2018-08-23 12:36:35 +01:00 |
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Richard Davey
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f24204ee03
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-08-23 12:31:59 +01:00 |
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Richard Davey
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5443f9cf5a
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Fixed the way the arc overshoot works.
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2018-08-23 12:31:55 +01:00 |
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Richard Davey
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51cc10bcb5
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Merge pull request #3968 from samme/fix/arcade-world-disable
Fix Arcade.World#disable
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2018-08-23 11:40:35 +01:00 |
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Richard Davey
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b7c74a0ddf
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Merge pull request #3970 from samme/docs/addLight
Correct LightsManager#addLight docs
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2018-08-23 11:39:53 +01:00 |
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Richard Davey
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bed2706ca7
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Merge pull request #3969 from samme/docs/structs-set-iterate
Correct Structs.Set#iterate docs
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2018-08-23 11:39:43 +01:00 |
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samme
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fb23367c63
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Fix Arcade.World#disable
It was passing the wrong argument to disableBody, so failing.
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2018-08-22 13:23:58 -07:00 |
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samme
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408b2df350
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Correct LightsManager#addLight docs
All arguments are optional
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2018-08-22 13:07:41 -07:00 |
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samme
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b241315fa1
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Correct Structs.Set#iterate docs
callbackScope argument is optional
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2018-08-22 13:06:50 -07:00 |
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Richard Davey
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57758942d1
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Account for trim in pixel perfect hit tests. Fix #3938
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2018-08-22 17:11:20 +01:00 |
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Richard Davey
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144cfaff8f
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Previously the Input Manager would create a Touch handler unless the Game Config had input.touch set to false (the default was true). If no such property is set, it no longer defaults to true and instead is set to whatever Device.input.touch returns. On non-touchscreen desktops this means it will now only create one single Pointer, rather than two.
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2018-08-22 17:01:21 +01:00 |
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Richard Davey
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f3b35f0466
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lint fix
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2018-08-22 16:14:40 +01:00 |
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Richard Davey
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da64e41b2f
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Fixed Matter require call freaking out webpack
|
2018-08-22 15:54:00 +01:00 |
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Richard Davey
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5bf8fba1de
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-08-22 15:43:13 +01:00 |
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Richard Davey
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dc868f8368
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You can now resize SVG files during load, before they are rendered to textures.
Also added scale support and fixed some viewBox settings (#3941)
|
2018-08-22 15:43:09 +01:00 |
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Richard Davey
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e99dfef136
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Docs fixes
|
2018-08-22 15:42:39 +01:00 |
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