Commit graph

10322 commits

Author SHA1 Message Date
Richard Davey
9235b7a695 Add Utility Pipeline and copyFrames method 2020-11-11 17:46:44 +00:00
Richard Davey
1ff6b0dce5 Expose Utility Pipeline 2020-11-11 17:46:28 +00:00
Richard Davey
b9cc4bfb5b Create UtilityPipeline.js 2020-11-11 17:46:03 +00:00
Richard Davey
752fccbf16 Added w/h, comment out draw for now 2020-11-11 17:45:58 +00:00
Richard Davey
741f5f4e27 Added outFragCoord 2020-11-11 17:45:43 +00:00
Richard Davey
c07283ceab Tidy up shader code 2020-11-11 09:39:33 +00:00
Richard Davey
d677b57ee4 Added new utility shaders 2020-11-11 09:35:02 +00:00
Richard Davey
8e7171ca79 Use fbo stack and free-up callback hooks 2020-11-10 17:26:56 +00:00
Richard Davey
6d56ee01af Update BitmapMask.frag 2020-11-10 17:26:33 +00:00
Richard Davey
f085eb8536 The BitmapMask.prevFramebuffer property has been removed as it's no longer required, due to the fbo stack in the renderer. 2020-11-10 17:26:24 +00:00
Richard Davey
dfabaac634 Allow Rope to have post-pipeline 2020-11-10 16:27:12 +00:00
Richard Davey
cccf9bb163 Fixed Rope 2020-11-10 16:17:28 +00:00
Richard Davey
7ba1b132ab Added rebind function, to reset the shader attributes. 2020-11-10 15:50:51 +00:00
Richard Davey
6e115e4e04 Call rebind function 2020-11-10 15:50:30 +00:00
Richard Davey
47009779fb Hard-code the topology 2020-11-10 15:50:17 +00:00
Richard Davey
84f6849ad6 Fixed Bitmap Mask 2020-11-10 14:33:28 +00:00
Richard Davey
7a5165c87b Limit batch size to 1 2020-11-10 12:35:01 +00:00
Richard Davey
eda0ca8a75 Use GLenum value and limit batch size to 256 2020-11-10 12:34:53 +00:00
Richard Davey
fad0d331d7 Change to batchSize property 2020-11-10 12:34:35 +00:00
Richard Davey
86d1009e7b Use batchSize and fixed shouldFlush so we take advantage of bufferData 2020-11-10 12:34:25 +00:00
Richard Davey
40123f1a08 Updated docs 2020-11-10 12:01:25 +00:00
Richard Davey
e7319907c7 PostFX Pipeline only needs a single quad 2020-11-10 11:59:28 +00:00
Richard Davey
ca52436340 Removed Camera Pipeline 2020-11-10 11:59:12 +00:00
Richard Davey
94d2889783 Moved setTexture2D to pipeline class 2020-11-10 11:58:53 +00:00
Richard Davey
4cefe70ff0 Since iOS 13, iPads now identify as MacOS devices. A new maxTouchPoint check is now part of the Device.OS tests, stopping iPads from being flagged as desktop devices. Fix #5389 2020-11-09 17:15:43 +00:00
Richard Davey
d397551b3d
Merge pull request #5391 from samme/fix/overlapR
Set Arcade.Body#overlapR in separateCircle()
2020-11-09 17:10:18 +00:00
Richard Davey
ca8f201e8a
Merge pull request #5388 from samme/feature/scale-damping
Scale damping by the physics step delta
2020-11-09 17:07:30 +00:00
Richard Davey
6c69cf3627
Merge pull request #5387 from samme/docs/static-body
Docs: StaticBody#touching etc.
2020-11-09 17:06:57 +00:00
Richard Davey
bbb397c860
Merge pull request #5350 from samme/feature/worldstep-event-delta
Add delta argument to WORLD_STEP event
2020-11-09 17:05:37 +00:00
Richard Davey
f02325fff0
Merge pull request #5386 from PhaserEditor2D/patch-1
Updates geom, width and height of the Ellipse GO
2020-11-09 17:03:56 +00:00
Richard Davey
1b434d7a40 Preparing for Beta 11 2020-11-09 16:29:57 +00:00
Richard Davey
eee3feb667 Pass Game Object to batchQuad 2020-11-09 13:19:31 +00:00
Richard Davey
c5656fbd08 Make FLOAT the default type 2020-11-09 13:19:14 +00:00
Richard Davey
cb7a998ea0 Added onBatch support 2020-11-09 12:17:45 +00:00
Richard Davey
39b381d6cc Clearer responsibility via method parameters 2020-11-09 11:50:41 +00:00
samme
956f880fa4 Set overlapR in separateCircle() 2020-11-08 09:19:53 -08:00
samme
4185e661d7 Docs: banish StaticBody touching properties
Fixes #5381
2020-11-07 10:04:28 -08:00
Phaser Editor 2D
60541e861b
Updates geom, width and height of the Ellipse GO
Updates the `width`, `height`, and geometric position of the Ellipse in the `setSize()` method.

This code shows the wrong positioning of the Ellipse: https://codepen.io/phasereditor2d/pen/jOrvexM

To fix it, uncomment lines `21`, `24`, and `25`.
2020-11-07 11:25:30 -05:00
Richard Davey
0d23aea281 Allow TilemapLayers to set post pipelines 2020-11-06 17:22:32 +00:00
Richard Davey
88809647a6 Expose outFragCoord 2020-11-06 17:22:17 +00:00
Richard Davey
abe97b18fd Remove drawFillRect and no batchTexture post fx 2020-11-06 17:22:05 +00:00
Richard Davey
c29d7b18ed Removed everything to do with Camera's rendering to textures or managing their own framebuffers.
Now uses pipeline component instead.
2020-11-06 15:35:56 +00:00
Richard Davey
92eca8d3d2 Use the new Camera post pipeline feature 2020-11-06 15:35:29 +00:00
Richard Davey
06c90137c8 Empty parameter means reset pipeline 2020-11-06 15:35:18 +00:00
Richard Davey
167f50f28f Added new PostFX Pipeline to extend from 2020-11-06 15:35:05 +00:00
Richard Davey
4c7d81731b Added minFilter support 2020-11-06 12:25:03 +00:00
Richard Davey
3dbbc9caee Update RenderTargetConfig.js 2020-11-06 12:24:52 +00:00
Richard Davey
a62577ee77 Added minFilter support and better docs 2020-11-06 12:24:46 +00:00
Richard Davey
554e9214e0 Smaller error 2020-11-06 11:46:06 +00:00
Richard Davey
11b92b83e7 Supports new RenderTarget instances 2020-11-06 11:42:52 +00:00
Richard Davey
f914a073f3 New RenderTarget class to handle multiple targets per pipeline 2020-11-06 11:42:39 +00:00
Richard Davey
6e90d8ed59 Corrected docs and resetTextures 2020-11-06 11:42:25 +00:00
Richard Davey
18f32331fb Expose Render Target and WebGLShader 2020-11-06 10:59:57 +00:00
Richard Davey
a06edadba2 Update WebGLPipelineConfig.js 2020-11-06 10:59:47 +00:00
Richard Davey
a8b02cfb28 Create RenderTargetConfig.js 2020-11-06 10:59:41 +00:00
Richard Davey
ff23ca57cb Use new fbo stack 2020-11-06 10:19:34 +00:00
Richard Davey
02bde43772 Added fboStack, pushFramebuffer, popFramebuffer and resetTextures parameter 2020-11-06 10:19:26 +00:00
Richard Davey
d3c70002ea Removed use of _tempMatrix from all renderers 2020-11-06 09:44:29 +00:00
Richard Davey
19f3ae5a81 Testing RT mini refactor 2020-11-05 18:06:33 +00:00
Richard Davey
2b92e95735 Testing new RT draw 2020-11-05 18:06:23 +00:00
Richard Davey
701b899511 Update MultiPipeline.js 2020-11-05 18:05:58 +00:00
Richard Davey
18d2de8f1c Update SinglePipeline.js 2020-11-05 18:05:49 +00:00
Richard Davey
1a3a7d1151 Update WebGLPipeline.js 2020-11-05 18:05:19 +00:00
Richard Davey
fc84b19d3d Update MeshWebGLRenderer.js 2020-11-05 13:03:36 +00:00
Richard Davey
c65e516e94 Fixed shaders 2020-11-05 12:58:00 +00:00
Richard Davey
883402da8a Added forceZero method and used it 2020-11-05 10:50:40 +00:00
Richard Davey
e29fc62a98 Handle pre and post pipelines 2020-11-05 10:19:15 +00:00
Richard Davey
fb47d2f9e8 Added Pipeline component 2020-11-05 10:18:53 +00:00
Richard Davey
3696f73674 Guard against missing shaders. 2020-11-05 10:08:41 +00:00
Richard Davey
60e6eff81c Don't .replace non-strings. 2020-11-05 10:08:21 +00:00
Richard Davey
e9efc5e8f2 Invokes pre and post batch functions. 2020-11-04 18:02:22 +00:00
Richard Davey
4287181b2b Added manager, target auto clear, clearTarget and lots of new hooks for handlers, plus post bind and post flush support. 2020-11-04 18:02:11 +00:00
Richard Davey
f94e7b4f75 Set dimensions before resizing. Validate gl objects before deleting them. 2020-11-04 18:01:39 +00:00
Richard Davey
d6496c86cf Added JSDocs 2020-11-04 18:01:20 +00:00
Richard Davey
305106bebe Correct sampler ID 2020-11-04 18:01:11 +00:00
Richard Davey
34f3ae9755 Removed stack and lock support 2020-11-04 18:01:01 +00:00
Richard Davey
a00e169400 Added all the handlers needed for the post pipeline feature 2020-11-04 18:00:50 +00:00
Richard Davey
4747d204ca Added unbind method and handling for post-fx 2020-11-03 18:05:10 +00:00
Richard Davey
e72a3b27e4 Call new unbind method 2020-11-03 18:04:57 +00:00
Richard Davey
26421bde82 Removed Graphics.setTexture and related commands as no longer supported 2020-11-03 11:47:42 +00:00
Richard Davey
ebe5ba1a0a New attributes, removed un-used properties, fixed JSDocs 2020-11-03 11:32:05 +00:00
Richard Davey
93948f5b29 JSDocs fixes 2020-11-03 11:31:52 +00:00
Richard Davey
f4b95ab2c3 New simplified Graphics shaders 2020-11-03 11:31:32 +00:00
Richard Davey
6af80708d0 Fixed all of the Shape WebGL rendering issues 2020-11-03 11:22:30 +00:00
Richard Davey
e0295e8521 Make use of GetCalcMatrix and remove texture related stuff 2020-11-02 22:40:12 +00:00
Richard Davey
881019e55d No longer requires temp matrices 2020-11-02 22:39:42 +00:00
Richard Davey
10673da96b Graphics is as Graphics does 2020-11-02 22:39:30 +00:00
Richard Davey
9e1b8c4b2f Don't look-up properties from uniforms that aren't cached 2020-11-02 22:39:20 +00:00
Richard Davey
d05afa988f Added batchVert method to help make customization easier 2020-11-02 22:39:08 +00:00
Richard Davey
47ec3d33c7 Remove texture setters 2020-11-02 16:20:22 +00:00
Richard Davey
3caa51a938 Update GraphicsPipeline.js 2020-11-02 16:20:16 +00:00
Richard Davey
a5ae67e1a6 Added Camera Pipeline 2020-10-30 17:55:56 +00:00
Richard Davey
4c3a5223fe Added onFlush and onPostFlush 2020-10-30 17:55:36 +00:00
Richard Davey
ca4168e5d0 New Camera Pipeline, better boot handling, tidied up docs 2020-10-30 17:50:58 +00:00
Richard Davey
52d8140b4f New onResize callback and better matrix handling 2020-10-30 17:50:38 +00:00
Richard Davey
5dbec83a8b Using new Camera Pipeline (renderTexture todo) 2020-10-30 17:50:19 +00:00
Richard Davey
b73067a7a7 Implemented full uniform caching and setting handling. So much faster! 2020-10-30 17:50:06 +00:00
Richard Davey
4e7e5629d2 You can forceZero via the config now 2020-10-30 17:49:39 +00:00
Richard Davey
0a006e4c20 Tidied up parameters 2020-10-29 17:22:57 +00:00
Richard Davey
ebf7b19062 Removed unused code 2020-10-29 17:22:47 +00:00
Richard Davey
d39968e0a1 Parameter not needed 2020-10-29 17:22:39 +00:00
Richard Davey
6353496751 Added the ability for a pipeline to be locked or unlocked 2020-10-29 17:22:29 +00:00
Richard Davey
bf7e7f352a Container can how set a pipeline that overrides all children 2020-10-29 17:22:16 +00:00
Richard Davey
ce69c22e86 Added new private forcePipeline property and pipeline methods 2020-10-29 17:22:04 +00:00
Richard Davey
c9d56f5f1d Removed unused matrices and method 2020-10-29 14:41:22 +00:00
Richard Davey
9a0f33d24c Cause a full bind on first set 2020-10-29 14:41:04 +00:00
Richard Davey
4b48baea79 Removed all of the uniform code 2020-10-29 14:40:49 +00:00
Richard Davey
4badd54160 Added resetProgram and changed return values 2020-10-29 14:40:33 +00:00
Richard Davey
024f13f2ba No longer use uViewMatrix or uModelMatrix 2020-10-29 14:37:52 +00:00
Richard Davey
b74351a87d Update WebGLPipeline.js 2020-10-29 08:22:38 +00:00
Richard Davey
9e4141e18b Pass the Game Object 2020-10-28 18:13:34 +00:00
Richard Davey
b1b44cd7f0 onBoot and setShader methods 2020-10-28 18:13:27 +00:00
Richard Davey
e1452b9ce7 Update WebGLShader.js 2020-10-28 17:40:21 +00:00
Richard Davey
48c0ba26c2 Better flush handling 2020-10-28 17:40:06 +00:00
Richard Davey
c5b538afcd Added the new Graphics Pipeline 2020-10-28 17:39:54 +00:00
Richard Davey
d6ecea8d4d Use the new attributes format 2020-10-28 17:39:31 +00:00
Richard Davey
60c834e2c8 Use the new Graphics Pipeline 2020-10-28 17:39:06 +00:00
Richard Davey
92c365a881 Removed all Graphics methods and related properties. 2020-10-28 16:53:31 +00:00
Richard Davey
4ba2b0eb7b All swapped to using renderer matrices to make pipelines smaller 2020-10-28 16:52:59 +00:00
Richard Davey
8c6e67ecfc Added attributes and other shader specific properties and methods 2020-10-28 16:15:56 +00:00
Richard Davey
e52def85be All vertex values now set during boot, after shaders are created. Added batchQuad/Tri methods. 2020-10-28 16:15:35 +00:00
Richard Davey
389b480777 Using new easier attribute config + moved some methods to WebGLPipeline 2020-10-28 16:15:09 +00:00
Richard Davey
15d8eabf17 Single pipeline updated so it can easily extend Multi now 2020-10-28 16:14:42 +00:00
Richard Davey
93b1775aaa Added new WebGL consts for easier shader configs 2020-10-28 16:14:05 +00:00
Richard Davey
9aeb765696 Updated type defs 2020-10-28 16:13:46 +00:00
Richard Davey
120f2c87cb The WebGL.Utils.getComponentCount function has been removed as this is no longer required internally. 2020-10-28 16:13:29 +00:00
Richard Davey
4b3cc7145e Testing new pipelineData object. 2020-10-27 18:06:53 +00:00
Richard Davey
88d2ecd760 Pipeline passes attributes off to Shader. Also fixed multi-shader setup. 2020-10-27 18:06:45 +00:00
Richard Davey
39c77f431f Flush here, rather than in renderer 2020-10-27 18:06:28 +00:00
Richard Davey
a5d6016e64 Move sequence so the renderer is clean 2020-10-27 18:06:13 +00:00
Richard Davey
f42f0ce0d6 Shader needs attributes 2020-10-27 18:06:00 +00:00
Richard Davey
8092460ce7 Docs update 2020-10-27 18:05:47 +00:00
Richard Davey
962c900e5a * Utils.Object.DeepCopy is a new function that will recursively deep copy an array of object. 2020-10-27 18:05:41 +00:00
Richard Davey
7b5d6076b2 Added max size value 2020-10-27 14:41:43 +00:00
Richard Davey
f50560eba8 The WebGLRenderer.getMaxTextures method has been removed. This is no longer needed as you can use the WebGLRenderer.maxTextures property instead. 2020-10-27 14:36:43 +00:00
Richard Davey
93b569c5ca Look-up based on string or instance 2020-10-27 14:05:48 +00:00
Richard Davey
ba9b837739 You can now pass a pipeline instance to the GameObject.setPipeline method, as well as a string. 2020-10-27 14:05:37 +00:00
Richard Davey
d670edd708 No need to reference via game 2020-10-27 13:55:27 +00:00
Richard Davey
ef1ddb29d9 Improved docs 2020-10-27 13:55:09 +00:00
Richard Davey
59a215d643 * Types.Core.PipelineConfig is a new configuration object that you can set in the Game Config under the pipeline property. It allows you to define custom WebGL pipelines as part of the Game Config, so they're automatically installed and ready for use by all Scenes in your game. You can either set the pipeline object, or set it under the render sub-config. 2020-10-27 13:44:58 +00:00
Richard Davey
7e30ff32be Phaser.Scene.renderer is a new property available in every Phaser.Scene that gives you a reference to the renderer, either Canvas or WebGL. 2020-10-27 13:42:45 +00:00
Richard Davey
98b4319436 Bind needs to return this 2020-10-27 12:26:01 +00:00
Richard Davey
4ebdc637a9 Tidied up method flow 2020-10-27 12:25:53 +00:00
Richard Davey
d2c025e38a Added target fbo and all of the shader setters back in 2020-10-27 12:25:42 +00:00
Richard Davey
b278916b3e No need to reset during destroy 2020-10-27 11:38:34 +00:00
Richard Davey
2b3863272e Removed 'nativeTextures' and added new reset parameter
* The `WebGLRenderer.nativeTextures` array has been removed and any WebGLTextures created by the renderer are no longer stored within it. All WebGLTexture instances are stored in the `TextureSource` objects anyway, or by local classes such as RenderTexture, so there was no need to have another array taking up memroy.
* The `WebGLRenderer.deleteTexture` method has a new optional boolean parameter `reset` which allows you to control if the `WebGLRenderer.resetTextures` method is called, or not, after the texture is deleted.
2020-10-27 11:38:21 +00:00
Richard Davey
efbc256a1f Added target fbo 2020-10-26 17:13:24 +00:00
Richard Davey
3c7062ca6a Common strings. 2020-10-26 17:00:23 +00:00
Richard Davey
bc34d01535 Update WebGLPipeline.js 2020-10-26 15:19:21 +00:00
Richard Davey
1e80f53f1d Better docs 2020-10-26 15:00:25 +00:00
Richard Davey
7c929e52bc Finished method docs and added clone 2020-10-26 15:00:17 +00:00
Richard Davey
ec4751ddc6 Finished all method docs 2020-10-26 15:00:07 +00:00
Richard Davey
55cbda85b8 Removed debug code 2020-10-26 14:24:15 +00:00
Richard Davey
f87bd7d384 Removed all of the shader setters. This should be done via the WebGLShader class now. 2020-10-26 14:24:06 +00:00
Richard Davey
fba97afcb6 Update dirty uniforms 2020-10-26 14:05:49 +00:00
Richard Davey
f32b4c7ecd Fixed config setter and added mvp matrices 2020-10-26 14:05:39 +00:00
Richard Davey
1e8b1cc583 Removed ProjectOrtho and optimized setters 2020-10-26 14:05:26 +00:00
Richard Davey
7ad02d6c0d Removed mvp component 2020-10-26 14:05:07 +00:00
Richard Davey
371425a5d2 Use new pipeline resize method 2020-10-26 14:04:55 +00:00
Richard Davey
14e90c60d8 Don't resize to zero dimensions and run proper compare 2020-10-26 14:04:45 +00:00
Richard Davey
291f588110 Removed the mvp component. Pipelines no longer need this. 2020-10-26 14:04:01 +00:00
Richard Davey
af01b23696 JSDocs fix 2020-10-26 14:03:35 +00:00
Richard Davey
8c85887479 Removed all of the mvp functions as they're no longer needed 2020-10-26 14:03:18 +00:00
Kshitiz Srivastava
4941ca3b64
Added loadMediaStream method 2020-10-25 01:24:55 +05:30
samme
be558d2dca Scale damping 2020-10-22 13:59:49 -07:00
Richard Davey
0b3011add3 Update PointLight-frag.js 2020-10-21 18:15:34 +01:00
Richard Davey
272727459f Use new shader property 2020-10-21 18:15:28 +01:00
Richard Davey
9531124903 Typo fix 2020-10-21 18:15:19 +01:00
Richard Davey
da47c776fa New shader class to allow one pipeline to set multiple shaders 2020-10-21 18:15:13 +01:00
Richard Davey
180b29be98 The pipeline can now handle multiple shaders all sharing the same attributes 2020-10-21 18:15:02 +01:00
Richard Davey
c730272ba7 Updated the configs to handle multiple shaders 2020-10-21 18:12:40 +01:00
Richard Davey
4b1c5c1a0b Improved docs 2020-10-21 11:30:49 +01:00
Richard Davey
7ffa615831 The WebGLPipeline.flushLocked property has been removed. A pipeline can never flush in the middle of a flush anyway, so it was just wasting CPU cycles being set. 2020-10-21 11:19:12 +01:00
Richard Davey
6ed84e2f34 Added Mesh.ignoreDirtyCache flag. 2020-10-21 10:15:12 +01:00
Richard Davey
774b6987c4 Added Face.alpha getter and setter 2020-10-21 10:14:56 +01:00
Richard Davey
aada315bbc When setting both transparent: true and backgroundColor in the Game Config, it would ignore the transparency and use the color anyway. If transparent, the game is now fully transparent. Fix #5362 2020-10-20 14:01:31 +01:00
Rex
34635c582e Don't add white space when measure last word 2020-10-20 14:52:20 +08:00
Richard Davey
8bb1151aca Fixed RenderTexture.fill rgb order. Fix #5364 2020-10-20 00:50:49 +01:00
Richard Davey
9972594e60 Updated docs. FIx #4229 2020-10-17 12:11:35 +01:00
Richard Davey
faec17f4b0 Cameras.Scene2D.Events.FOLLOW_UPDATE is a new Event that is dispatched by a Camera when it is following a Game Object. It is dispatched every frame, right after the final Camera position and internal matrices have been updated. Use it if you need to react to a camera, using its most current position and the camera is following something. Fix #5253 2020-10-17 11:37:27 +01:00
Richard Davey
48d9eb6321 The GameObjects.Graphics.fillGradientStyle method can now accept a different alpha value for each of the fill colors. The default is still 1. If you only provide a single alpha, it'll be used for all colors. Fix #5044 2020-10-16 18:08:31 +01:00
Richard Davey
675e43350d Physics.Arcade.Body.setDamping is a new method that allows you to set the useDamping property of a Body in a chainable way. Fix #5352 2020-10-16 17:57:26 +01:00
Richard Davey
85a284d095 Particles.EmitterOp now cleanly separates between the different types of property configuration options. start | end will now ease between the two values, min | max will pick a random value between them and random: [] will pick a random element. They no longer get mixed together. Fix #3608 2020-10-16 17:52:59 +01:00
Richard Davey
1aaecbe703 Particles.EmitterOp.setMethods will now reset both onEmit and onUpdate to their default values. This allows you to reconfigure an emitter op with a new type of value and not have it stuck on the previous one. Fix #3663 2020-10-16 17:32:22 +01:00
Richard Davey
605ea31146 SceneManager.start will now reset the SceneSystems.sceneUpdate reference to NOOP. This gets set back to the Scene update method again during bootScene (if it has one) and stops errors with external plugins and multi-part files that may trigger update before create has been called. Fix #4629 2020-10-16 16:39:30 +01:00
Richard Davey
0fad1861ae Update GeometryMask.js 2020-10-16 15:07:32 +01:00
Richard Davey
75f857b645 Update WebGLRenderer.js 2020-10-16 14:11:21 +01:00
Richard Davey
e50339b144 Updated to use new filtered children list 2020-10-16 14:11:15 +01:00
Richard Davey
d35ff331b2 Now takes a pre-filtered list of children to render 2020-10-16 11:36:00 +01:00
Richard Davey
84c1344f63 CameraManager.getVisibleChildren is a new method that is called internally by the CameraManager.render method. It filters the DisplayList, so that Game Objects that pass the willRender test for the given Camera are added to a sub-list, which is then passed to the renderer. This avoids the renderer having to do any checks on the children, it just renders each one in turn. 2020-10-16 11:35:45 +01:00
Richard Davey
653c2ee600 Parallel and divide by zero fix 2020-10-15 18:08:35 +01:00
Richard Davey
ae6112297a Default tint value should now be 0xffffff. Fix #5358 2020-10-15 12:19:17 +01:00
Richard Davey
37c9b0884d Updated Polygon points type. Fix #5357 2020-10-15 12:01:13 +01:00
Richard Davey
8a01ae1cb7 Call the component directly to avoid lots of function diving 2020-10-15 11:47:24 +01:00
Richard Davey
536f08a4bf Avoid deep diving into loads of functions 2020-10-15 11:47:11 +01:00
Richard Davey
67b787ab7c Update GetTilesWithinWorldXY.js 2020-10-15 11:09:52 +01:00
Richard Davey
db2fdc14d1 Update GetTileAt.js 2020-10-15 11:09:37 +01:00
Richard Davey
f130f5e9a3 Fixed incorrect parameter type 2020-10-15 11:09:19 +01:00
Richard Davey
b4fed98aa2 Update SetCollisionBetween.js 2020-10-15 11:08:18 +01:00
Richard Davey
8d2e7b08c5 Update World.js 2020-10-15 11:07:51 +01:00