Richard Davey
eb1df27b9f
Update CHANGELOG-v3.50.md
2020-09-29 11:39:39 +01:00
Richard Davey
8cfc43b553
Update CHANGELOG-v3.50.md
2020-09-29 10:56:49 +01:00
Richard Davey
1665c1267d
Removed interpolationPercentage
and used new matrix function
2020-09-29 10:56:45 +01:00
Richard Davey
98363b87fc
Update help.js
2020-09-29 10:56:25 +01:00
Richard Davey
819c57b9be
Update CHANGELOG-v3.50.md
2020-09-29 10:38:48 +01:00
Richard Davey
780e1d9adb
Texture parsed files no longer store their data in the data caches as well.
...
You can now use `TextureManager.remove` to remove a texture and not have to worry about clearing the corresponding JSON or XML cache entry as well in order to reload a new texture using the same key. Fix #5323
2020-09-29 10:38:44 +01:00
Richard Davey
90096a6b64
Added mention about tint to the docs. Fix #5327
2020-09-29 09:31:09 +01:00
Richard Davey
33c6060dd5
Merge pull request #5334 from samme/docs/fix-arcade-body-types
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Correct Arcade Body types
2020-09-29 09:13:05 +01:00
samme
e639bb73d8
Correct Arcade Body types
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For TypeScript
Fixes #5328
2020-09-28 11:42:21 -07:00
Richard Davey
6ca50d2364
Merge pull request #5333 from samme/patch-5
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Correct description for Body.setCollideWorldBounds
2020-09-28 17:25:01 +01:00
Richard Davey
a4902b3d76
Update CHANGELOG-v3.50.md
2020-09-28 17:00:18 +01:00
Richard Davey
f9803774dd
The Line
Game Object will now default its width and height to 1, rather than zero. This allows you to give Line objects a physics body (although you will still need to re-adjust the center of the body manually). Fix #4596
2020-09-28 17:00:15 +01:00
samme
c13ca98a27
Correct description for Body.setCollideWorldBounds
2020-09-28 08:15:53 -07:00
Richard Davey
169cf0afb6
Update CHANGELOG-v3.50.md
2020-09-28 15:52:06 +01:00
Richard Davey
1d66284a22
Removed debug logs and finished JSDocs
2020-09-28 15:25:43 +01:00
Richard Davey
34be82a20c
Added processX and processY methods
2020-09-28 15:25:28 +01:00
Richard Davey
4d484e2c0c
Updated to handle face blocking and all possible checks
2020-09-28 13:07:32 +01:00
Richard Davey
731e661d56
No longer needed
2020-09-28 13:07:11 +01:00
Richard Davey
7a98cc60e0
Deps update
2020-09-28 09:25:56 +01:00
Richard Davey
4785953368
Merge branch 'master' of https://github.com/photonstorm/phaser
2020-09-28 08:07:23 +01:00
Richard Davey
09c2a2d622
Testing new separation
2020-09-28 08:07:19 +01:00
Richard Davey
30b514fc58
Merge pull request #5326 from samme/fix/body-setOffset
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Remove Arcade.Body#updateCenter() in Arcade.Body#setOffset()
2020-09-26 10:19:53 +01:00
Richard Davey
da25b68c27
Merge pull request #5325 from samme/docs/misc-8
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Docs: Arcade Physics
2020-09-26 10:19:29 +01:00
samme
639a93583f
Remove updateCenter() in setOffset()
2020-09-25 14:42:56 -07:00
samme
d0f6070e14
Docs: Arcade.Body#setOffset
2020-09-25 14:37:26 -07:00
samme
13c27064a8
Docs: Arcade.Body#reset
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Only game object receives the passed coordinates
2020-09-25 14:19:12 -07:00
Richard Davey
bed716e382
X Separation working properly in all cases. Now to adjust Y.
2020-09-25 21:25:01 +01:00
Richard Davey
7630b8e28d
Testing new Separation logic (Y done, X in progress)
2020-09-25 18:01:40 +01:00
Richard Davey
2bcf1f70be
Testing new separation logic (incomplete atm)
2020-09-24 18:10:11 +01:00
Richard Davey
da78d3ee42
Tidy up docs
2020-09-24 18:10:00 +01:00
Richard Davey
69b8458bb8
Added new pushable
component
2020-09-24 18:09:49 +01:00
Richard Davey
5e5be4cc98
Update CHANGELOG-v3.50.md
2020-09-24 11:05:30 +01:00
Richard Davey
b64d63f60e
When running an Arcade Physics overlap
test against a StaticBody
, it will no longer set the blocked
states of the dynamic body. If you are doing a collision test, they will still be set, but they're skipped for overlap-only tests. Fix #4435
2020-09-24 11:04:56 +01:00
Richard Davey
023a9bbc1c
Update CHANGELOG-v3.50.md
2020-09-24 10:32:51 +01:00
Richard Davey
aa3544310c
When taking a snapshot
in WebGL it would often have an extra line of empty pixels at the top of the resulting image, due to a rounding error in the WebGLSnapshot
function. Fix #4956
2020-09-24 10:32:47 +01:00
Richard Davey
2baa02007d
Update CHANGELOG-v3.50.md
2020-09-24 09:36:18 +01:00
Richard Davey
6484bc3607
Make it clear in the docs that you cannot mix blend modes and bitmap masks. Fix #4853
2020-09-24 09:36:15 +01:00
Richard Davey
33f9b4e4aa
Update CHANGELOG-v3.50.md
2020-09-24 09:26:45 +01:00
Richard Davey
4748c7c7fc
WebGLRenderer.defaultScissor
is a new property that holds the default scissor dimensions for the renderer. This is modified during resize
and avoids continuous array generation in the preRender
loop.
2020-09-24 09:26:41 +01:00
Richard Davey
859ba53ee8
Update CHANGELOG-v3.50.md
2020-09-23 18:14:53 +01:00
Richard Davey
f3b20a7323
Update CHANGELOG-v3.50.md
2020-09-23 18:10:16 +01:00
Richard Davey
e004fa47fc
Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.
. It now renders as expected. Fix #4675
2020-09-23 18:10:12 +01:00
Richard Davey
ee88f78f87
Update CHANGELOG-v3.50.md
2020-09-23 17:59:20 +01:00
Richard Davey
5f28ff64a2
New clearMask
and createMask
methods and tidied up structure
2020-09-23 17:59:17 +01:00
Richard Davey
c6f533b872
Fixed legacy interpolation parameters
2020-09-23 17:55:29 +01:00
Richard Davey
232f8e0ebc
Updated to use new uniforms and fixed renderWebGL
parameters
2020-09-23 17:55:03 +01:00
Richard Davey
bba88b32d8
Fixed property name
2020-09-23 17:15:32 +01:00
Richard Davey
0206c1a1a2
Update CHANGELOG-v3.50.md
2020-09-23 13:09:00 +01:00
Richard Davey
1f9243fe81
Merge pull request #5322 from samme/feature/setMaxVelocity
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Set maxVelocity in PhysicsGroupConfig
2020-09-23 13:06:52 +01:00
Richard Davey
0680ff1664
Update CHANGELOG-v3.50.md
2020-09-23 13:04:20 +01:00