Richard Davey
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3779611833
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Update README.md
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2020-10-26 14:03:26 +00:00 |
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Richard Davey
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8c85887479
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Removed all of the mvp functions as they're no longer needed
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2020-10-26 14:03:18 +00:00 |
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Kshitiz Srivastava
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4941ca3b64
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Added loadMediaStream method
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2020-10-25 01:24:55 +05:30 |
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samme
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be558d2dca
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Scale damping
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2020-10-22 13:59:49 -07:00 |
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Richard Davey
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0b3011add3
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Update PointLight-frag.js
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2020-10-21 18:15:34 +01:00 |
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Richard Davey
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272727459f
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Use new shader property
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2020-10-21 18:15:28 +01:00 |
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Richard Davey
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9531124903
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Typo fix
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2020-10-21 18:15:19 +01:00 |
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Richard Davey
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da47c776fa
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New shader class to allow one pipeline to set multiple shaders
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2020-10-21 18:15:13 +01:00 |
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Richard Davey
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180b29be98
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The pipeline can now handle multiple shaders all sharing the same attributes
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2020-10-21 18:15:02 +01:00 |
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Richard Davey
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c730272ba7
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Updated the configs to handle multiple shaders
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2020-10-21 18:12:40 +01:00 |
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Richard Davey
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f26c931e09
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Update CHANGELOG-v3.50.md
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2020-10-21 11:46:04 +01:00 |
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Richard Davey
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4b1c5c1a0b
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Improved docs
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2020-10-21 11:30:49 +01:00 |
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Richard Davey
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eed8b6a080
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Update CHANGELOG-v3.50.md
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2020-10-21 11:19:16 +01:00 |
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Richard Davey
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7ffa615831
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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.
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2020-10-21 11:19:12 +01:00 |
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Richard Davey
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6ed84e2f34
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Added Mesh.ignoreDirtyCache flag.
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2020-10-21 10:15:12 +01:00 |
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Richard Davey
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774b6987c4
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Added Face.alpha getter and setter
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2020-10-21 10:14:56 +01:00 |
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Richard Davey
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ce3645cbb2
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Don't check skeleton alpha, use flags instead.
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2020-10-20 17:57:59 +01:00 |
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Richard Davey
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552c2a15a6
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Update CHANGELOG-v3.50.md
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2020-10-20 14:01:34 +01:00 |
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Richard Davey
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aada315bbc
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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
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2020-10-20 14:01:31 +01:00 |
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Rex
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34635c582e
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Don't add white space when measure last word
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2020-10-20 14:52:20 +08:00 |
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Richard Davey
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8bb1151aca
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Fixed RenderTexture.fill rgb order. Fix #5364
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2020-10-20 00:50:49 +01:00 |
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Richard Davey
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9972594e60
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Updated docs. FIx #4229
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2020-10-17 12:11:35 +01:00 |
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Richard Davey
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8e294ff0ca
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Update CHANGELOG-v3.50.md
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2020-10-17 12:08:09 +01:00 |
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Richard Davey
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146e27cb41
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Update CHANGELOG-v3.50.md
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2020-10-17 11:37:30 +01:00 |
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Richard Davey
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faec17f4b0
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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
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2020-10-17 11:37:27 +01:00 |
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Richard Davey
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29e13bef60
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Update CHANGELOG-v3.50.md
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2020-10-16 18:08:35 +01:00 |
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Richard Davey
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48d9eb6321
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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
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2020-10-16 18:08:31 +01:00 |
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Richard Davey
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5605a683ac
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Update CHANGELOG-v3.50.md
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2020-10-16 17:57:29 +01:00 |
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Richard Davey
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675e43350d
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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
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2020-10-16 17:57:26 +01:00 |
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Richard Davey
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7a849e249d
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Update CHANGELOG-v3.50.md
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2020-10-16 17:53:01 +01:00 |
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Richard Davey
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85a284d095
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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
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2020-10-16 17:52:59 +01:00 |
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Richard Davey
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5ed1368508
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Update CHANGELOG-v3.50.md
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2020-10-16 17:32:24 +01:00 |
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Richard Davey
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1aaecbe703
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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
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2020-10-16 17:32:22 +01:00 |
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Richard Davey
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fcb9c8a9f5
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Update CHANGELOG-v3.50.md
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2020-10-16 16:39:32 +01:00 |
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Richard Davey
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605ea31146
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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
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2020-10-16 16:39:30 +01:00 |
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Richard Davey
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165c9085e6
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New full build of Spine Plugin
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2020-10-16 15:14:55 +01:00 |
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Richard Davey
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709ea50d61
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New dist
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2020-10-16 15:13:15 +01:00 |
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Richard Davey
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7d8302e09c
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Added mention about masks to docs
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2020-10-16 15:13:10 +01:00 |
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Richard Davey
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87791be8ac
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New build
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2020-10-16 15:07:55 +01:00 |
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Richard Davey
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b96e15f2ec
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Handle child masking. Fix #5354
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2020-10-16 15:07:47 +01:00 |
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Richard Davey
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0fad1861ae
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Update GeometryMask.js
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2020-10-16 15:07:32 +01:00 |
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Richard Davey
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e99a069181
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New debug build
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2020-10-16 14:12:15 +01:00 |
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Richard Davey
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d4f75a5b7e
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Container specific changes
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2020-10-16 14:12:09 +01:00 |
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Richard Davey
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dc7bdf1e99
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We can just pass off to the existing render function. Yay!
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2020-10-16 14:11:56 +01:00 |
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Richard Davey
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7add222a87
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Update SpineGameObjectCanvasRenderer.js
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2020-10-16 14:11:40 +01:00 |
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Richard Davey
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9a2c7ab154
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Removed interpolationPercentage parameter
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2020-10-16 14:11:34 +01:00 |
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Richard Davey
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75f857b645
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Update WebGLRenderer.js
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2020-10-16 14:11:21 +01:00 |
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Richard Davey
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e50339b144
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Updated to use new filtered children list
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2020-10-16 14:11:15 +01:00 |
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Richard Davey
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beb26164a1
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New debug build
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2020-10-16 13:52:00 +01:00 |
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Richard Davey
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03bcacba2a
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Update SpineGameObjectWebGLRenderer.js
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2020-10-16 13:51:52 +01:00 |
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