Richard Davey
|
c1f645e5d2
|
Defs build
|
2024-09-03 14:37:28 +01:00 |
|
Richard Davey
|
531bc4475b
|
Parser build
|
2024-09-03 14:37:28 +01:00 |
|
Richard Davey
|
25f20485a2
|
Merge pull request #6819 from moufmouf/fix-dom-zoom-origin
Fixing DomElement position when camera zoom != 1
|
2024-09-03 14:36:59 +01:00 |
|
Richard Davey
|
8091292439
|
Fix #6854 #6737 (PipelineConfig TS)
|
2024-09-03 14:35:02 +01:00 |
|
Zeke Chan
|
780def8cf9
|
Fix #6860 BitmapText not wrapping lines in some cases
|
2024-09-03 15:52:10 +08:00 |
|
Richard Davey
|
d4ef67bae0
|
Update CHANGELOG-v3.85.md
|
2024-09-02 22:40:43 +01:00 |
|
Richard Davey
|
c308c430c3
|
The NineSlice Game Object will now guard against an invalid texture by checking for the frame and textureFrame vars before trying to read values from them. Fix #6804
|
2024-09-02 22:40:41 +01:00 |
|
Richard Davey
|
3041dabe9e
|
Update CHANGELOG-v3.85.md
|
2024-09-02 22:34:34 +01:00 |
|
Richard Davey
|
fcd0f7180c
|
The Mesh WebGLRenderer will now recalculate the vertexOffset correctly if the batch flushes, fixing an issue where it would display missing triangles in a mesh after a batch flush. Fix #6814
|
2024-09-02 22:34:29 +01:00 |
|
Richard Davey
|
0c8f613087
|
Update CHANGELOG-v3.85.md
|
2024-09-02 22:02:59 +01:00 |
|
Richard Davey
|
98ea091edc
|
Video.getFirstFrame is a new method that can be used to load the first frame of the Video into its texture without starting playback. This is useful if you want to display the first frame of a video behind a 'Play' button, without calling the 'play' method. Fix #6695
|
2024-09-02 22:02:55 +01:00 |
|
Richard Davey
|
85d64d77a4
|
Removed incorrect docs. Fix #6760
|
2024-09-02 21:20:41 +01:00 |
|
Richard Davey
|
5cc02afbd4
|
Update Config.js
|
2024-09-02 18:58:30 +01:00 |
|
Richard Davey
|
0febaddb10
|
Update CHANGELOG-v3.85.md
|
2024-09-02 18:27:13 +01:00 |
|
Richard Davey
|
ee426c9ae4
|
If you set a WebAudioSound to loop and set SoundManager.pauseOnBlur = false , then if you start the sound and tab away from Phaser, the sound wouldn't then loop on return to the game, if the loop _expired_ while the tab was out of focus. This was due to checking the audio source node target against the wrong internal property. Fix #6702
|
2024-09-02 18:27:10 +01:00 |
|
Richard Davey
|
513e8b5429
|
Update RenderConfig.js
|
2024-09-02 16:10:24 +01:00 |
|
Richard Davey
|
1e07586acc
|
Fixed method names
|
2024-09-02 16:07:34 +01:00 |
|
Richard Davey
|
6170a21938
|
Remove use of PipelineConfig
|
2024-09-02 16:05:50 +01:00 |
|
zekechan
|
57db2cbe03
|
Update ScaleManager.js
|
2024-09-02 22:31:01 +08:00 |
|
zekechan
|
81434f0872
|
Update CHANGELOG-v3.85.md
|
2024-09-02 22:30:54 +08:00 |
|
zekechan
|
bb772f4c00
|
Update CHANGELOG-v3.85.md
|
2024-09-02 22:30:43 +08:00 |
|
Richard Davey
|
16efebae93
|
Update CHANGELOG-v3.85.md
|
2024-09-02 14:48:52 +01:00 |
|
Richard Davey
|
7e0f40492f
|
Update CHANGELOG-v3.85.md
|
2024-09-02 14:26:03 +01:00 |
|
Richard Davey
|
04f54b888a
|
Fix getScene return type. Fix #6821
|
2024-09-02 14:26:00 +01:00 |
|
Richard Davey
|
abccbc9631
|
Update CHANGELOG-v3.85.md
|
2024-09-02 14:19:49 +01:00 |
|
Richard Davey
|
9eaf661a45
|
Added prerenderclear event to canvas and webgl
|
2024-09-02 14:18:32 +01:00 |
|
Richard Davey
|
426cbe2d95
|
Update CHANGELOG-v3.85.md
|
2024-09-02 14:08:22 +01:00 |
|
Richard Davey
|
dc783da844
|
Merge pull request #6898 from monteiz/master
Update TextStyle.js
|
2024-09-02 14:07:30 +01:00 |
|
Luca Fagioli
|
0cf92cba50
|
Update TextStyle.js
|
2024-09-02 11:06:01 +02:00 |
|
Zeke Chan
|
9f3afafb29
|
Fix #6885 leave fullscreen event fires twice
|
2024-09-02 13:58:15 +08:00 |
|
Richard Davey
|
c86b5b2528
|
Make Layer extend event emitter in the docs
|
2024-08-29 14:05:17 +01:00 |
|
Richard Davey
|
378838a011
|
All functions now call 'queueOp'.
Removed sound unlocking on load complete.
|
2024-08-25 22:35:39 +01:00 |
|
Richard Davey
|
53c491fb84
|
You can now pass a data argument to ScenePlugin.switch
|
2024-08-25 22:34:15 +01:00 |
|
Richard Davey
|
4003aa7f3e
|
Merge branch 'master' of https://github.com/phaserjs/phaser
|
2024-08-25 21:53:51 +01:00 |
|
Richard Davey
|
b3ccae9d8a
|
Update CHANGELOG-v3.85.md
|
2024-08-25 21:53:45 +01:00 |
|
Richard Davey
|
59ce761140
|
Calling Matter.World.pause would stop the world updating, but the Runner timeLastTick wasn't reset when resume was called, causing all the bodies to advance. The time is now reset correctly. Fix #6892
|
2024-08-25 21:53:37 +01:00 |
|
Richard Davey
|
683ae16522
|
Merge pull request #6890 from ospira/process-callback-fix
Allow ProcessCallback To Work When Dealing With Arcade Bodies That Do Not Have GameObjects
|
2024-08-25 21:29:03 +01:00 |
|
Richard Davey
|
ec753ae195
|
Merge pull request #6895 from Andrek25/fix/typos
fix(typedefs): fixing some typo error
|
2024-08-25 21:26:46 +01:00 |
|
Richard Davey
|
f424a48389
|
Merge pull request #6896 from samme/docs/move-above-below
Docs: clarify `moveAbove()`, `moveBelow()`
|
2024-08-25 21:26:00 +01:00 |
|
samme
|
7fd11d2e98
|
Docs: clarify moveAbove(), moveBelow()
|
2024-08-23 08:50:47 -07:00 |
|
Andres
|
8b24e73d3d
|
fix(typedefs): fixing some typo error
|
2024-08-22 21:49:51 -04:00 |
|
ospira
|
fbfe657698
|
Update ArcadePhysicsCallback.js
|
2024-08-13 12:40:37 -04:00 |
|
ospira
|
b99ac68c34
|
Update ArcadePhysicsCallback.js
|
2024-08-13 12:29:10 -04:00 |
|
ospira
|
e321be2130
|
Update World.js
|
2024-08-13 11:56:38 -04:00 |
|
Richard Davey
|
48f3769e55
|
Update ArcadeColliderType.js
|
2024-08-12 17:09:06 +01:00 |
|
Richard Davey
|
43b3bf9a66
|
Update CHANGELOG-v3.85.md
|
2024-08-07 19:45:48 +01:00 |
|
Richard Davey
|
a77976bff2
|
* InputPlugin.forceDownState is a new method that will force the given Game Object into the 'down' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceUpState is a new method that will force the given Game Object into the 'up' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceOverState is a new method that will force the given Game Object into the 'over' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceOutState is a new method that will force the given Game Object into the 'out' input state, regardless of what state it is currently in. This will emit the relevant events accordingly. * InputPlugin.forceState is a new internal method that forces a Game Object into the given state.
|
2024-08-07 19:45:44 +01:00 |
|
Richard Davey
|
043e90c87c
|
Update CHANGELOG-v3.85.md
|
2024-08-07 19:16:22 +01:00 |
|
Richard Davey
|
6102492c14
|
InputPlugin.setCursor is a new method that will immediately set the CSS cursor to the given Interactive Objects cursor. Previously, this was hidden behind a private method in the Input Manager.
|
2024-08-07 19:14:54 +01:00 |
|
Richard Davey
|
934ba71810
|
Update CHANGELOG-v3.85.md
|
2024-08-07 19:00:11 +01:00 |
|