Richard Davey
edf6ffaf61
Update TypeScript
2022-09-28 15:33:02 +01:00
Richard Davey
d97016598e
Update CHANGELOG-v3.60.md
2022-09-27 23:39:26 +01:00
Richard Davey
d64878736f
Testing out the new DynamicTexture
2022-09-27 23:39:23 +01:00
Richard Davey
d3de5ef1e4
SceneManager.systemScene` is a new property that is set during the game boot and is a system Scene reference that plugins and managers can use, that lives outside of the Scene list.
2022-09-27 23:39:04 +01:00
Richard Davey
3dff7f07d2
Tween needs to persist
2022-09-27 21:12:47 +01:00
Richard Davey
951006bf8f
Create NineSlice.js
2022-09-27 18:42:50 +01:00
Richard Davey
62f3315b1c
Trying DynamicTexture (to replace RenderTexture)
2022-09-27 18:42:46 +01:00
Richard Davey
b13232c211
Moved nineslice out, use multi pipeline and make snapshot functions smaller
2022-09-27 16:59:01 +01:00
Richard Davey
35bae05603
Allow negative offsets
2022-09-27 13:29:34 +01:00
Richard Davey
77824e589e
Update CHANGELOG-v3.60.md
2022-09-26 23:18:14 +01:00
Richard Davey
e15f2414d6
Update TextureManager.js
2022-09-26 23:18:12 +01:00
Richard Davey
90ad29e958
Renamed frameFill to repeat and made it a lot more flexible.
...
Added resetStamp and removed un-used methods.
2022-09-26 23:18:07 +01:00
Richard Davey
9ca7513b14
Use Tween.callbackScope fix #6229
2022-09-26 21:42:24 +01:00
Richard Davey
f23a08ef7c
Update CHANGELOG-v3.60.md
2022-09-26 18:32:34 +01:00
Richard Davey
291f3049e6
RenderTexture.isDrawing
is a new read-only flag that tells if the Render Texture is currently batch drawing, or not.
2022-09-26 18:32:31 +01:00
Richard Davey
3d3db60331
Fixed repeating methods
2022-09-26 18:06:28 +01:00
Richard Davey
af66164302
Testing 9-slice
2022-09-26 18:00:15 +01:00
Richard Davey
fc87e3dd26
Update CHANGELOG-v3.60.md
2022-09-26 17:18:06 +01:00
Richard Davey
1283ca8198
The TextureManager.get
methof can now accept a Frame
instance as its parameter, which will return the frames parent Texture.
2022-09-26 17:18:04 +01:00
Richard Davey
ff4d7084d9
Update IsPlainObject.js
2022-09-26 17:15:45 +01:00
Richard Davey
b66d5bb05f
Update CHANGELOG-v3.60.md
2022-09-26 17:15:39 +01:00
Richard Davey
3d0d2b4d94
The GameObject#setFrame
method can now accept a Frame
instance as its parameter, which will also automatically update the Texture the Game Object is using.
2022-09-26 17:15:34 +01:00
Richard Davey
37db90ad09
Update CHANGELOG-v3.60.md
2022-09-26 15:28:44 +01:00
Richard Davey
25ab9f329d
TextureManager.parseFrame
is a new method that will return a Texture Frame instance from the given argument, which can be a string, array, object or Texture instance.
2022-09-26 15:28:41 +01:00
Richard Davey
165b350d8b
Deps update
2022-09-26 14:39:00 +01:00
Richard Davey
bbff62d2db
Update CHANGELOG-v3.60.md
2022-09-24 21:36:00 +01:00
Richard Davey
5320402a07
The endFrame
and startFrame
properties of the SpriteSheet
parser wouldn't correctly apply themselves, the Texture would still end up with all of the frames. It will now start at the given startFrame
so that is frame zero and end at endFrame
, regardless how many other frames are in the sheet.
2022-09-24 21:35:58 +01:00
Emil Schnedler Vad
340f9d29a1
made seek use less then instead of less or equal
2022-09-23 22:00:30 +02:00
Emil Schnedler Vad
f07042cbc4
BaseTween and TweenChain available from Phaser.Tweens
2022-09-23 20:53:51 +02:00
Richard Davey
d3dbe9ee51
Update CHANGELOG-v3.60.md
2022-09-23 18:42:11 +01:00
Emil Schnedler Vad
169faa6b96
made tweenManager# chain use TweenChainBuilderConfig
2022-09-23 13:07:16 +02:00
Richard Davey
17e5a1395b
Update CHANGELOG-v3.60.md
2022-09-23 00:42:07 +01:00
Richard Davey
ab04cb6c05
Lots of LightPipeline improvements
...
* The Light Pipeline no longer creates up to `maxLights` copies of the Light shader on boot. Previously it would then pick which shader to use, based on the number of visible lights in the Scene. Now, the number of lights is passed to the shader and branches accordingly. This means rather than compiling _n_ shaders on boot, it now only ever needs to create one.
* You can now have no lights in a Scene, but the Scene will still be impacted by the ambient light. Previously, you always needed at least 1 light to trigger ambient light (thanks jstnldrs)
* The `Light.frag` shader now uses a new `uLightCount` uniform to know when to stop iterating through the max lights.
* The `LightPipeline.LIGHT_COUNT` constant has been removed as it's not used internally.
* The `LightPipeline` previous created a global level temporary vec2 for calculations. This is now part of the class as the new `tempVec2` property.
2022-09-23 00:42:04 +01:00
Richard Davey
a135271f19
Use new uLightCount uniform
2022-09-23 00:41:47 +01:00
Richard Davey
0d52e4058e
Update CHANGELOG-v3.60.md
2022-09-22 17:02:03 +01:00
Richard Davey
b789742636
Update Utils.js
2022-09-22 14:55:29 +01:00
Richard Davey
9d43583a63
This shader is just better. More crappy iOS testing needed though.
2022-09-21 23:13:04 +01:00
Richard Davey
93d06322e3
Update CHANGELOG-v3.60.md
2022-09-21 22:01:05 +01:00
Richard Davey
023343c789
All events have a type of string. Fix #6136
2022-09-21 22:01:03 +01:00
Richard Davey
aa9c8e279b
Update CHANGELOG-v3.60.md
2022-09-21 21:10:56 +01:00
Richard Davey
10fe5db0a6
Fixed jsdocs
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Fix #6195
2022-09-21 21:10:52 +01:00
Richard Davey
e7dc375c9e
Update CHANGELOG-v3.60.md
2022-09-21 17:53:01 +01:00
Richard Davey
71703ff19c
GameConfig.stableSort
is a new optional property that will control if the internal depth sorting routine uses our own StableSort function, or the built-in browser Array.sort one. Only modern browsers have a _stable_ Array.sort implementation, which Phaser requires. Older ones need to use our function instead. Set to 1 to use the legacy version, 0 to use the ES2019 version or -1 to have Phaser try and detect which is best for the browser
...
Ref #6217
2022-09-21 17:52:57 +01:00
Richard Davey
9fcda28c90
Update CHANGELOG-v3.60.md
2022-09-21 17:35:50 +01:00
Richard Davey
cf397b7c13
Added missing safariVersion and new es2019 test
2022-09-21 17:35:47 +01:00
Richard Davey
7c9d6a180b
Testing native stable sort
2022-09-21 16:34:08 +01:00
Richard Davey
8d41d7468b
Update CHANGELOG-v3.60.md
2022-09-21 14:07:01 +01:00
Richard Davey
17415902ab
The Texture.destroy
method will only destroy sources, dataSources and frames if they exist, protecting against previously destroyed instances.
2022-09-21 14:06:58 +01:00
Richard Davey
4dcf3b1622
Getting ready for Beta 11
2022-09-20 23:23:26 +01:00
Richard Davey
712d7bc082
Update README.md
2022-09-20 22:32:01 +01:00