Richard Davey
|
5f35a41d2f
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Update CHANGELOG.md
|
2019-07-08 13:29:52 +01:00 |
|
Richard Davey
|
8cf8caff0b
|
Update CHANGELOG.md
|
2019-07-08 13:03:41 +01:00 |
|
Richard Davey
|
bf45637658
|
Update CHANGELOG.md
|
2019-07-03 15:53:49 +01:00 |
|
Richard Davey
|
da49fcc499
|
Update CHANGELOG.md
|
2019-07-03 15:47:43 +01:00 |
|
Richard Davey
|
deca3c95a3
|
Calling Animation.setRepeat() wouldn't reset the repeatCounter properly, causing Sprite bound animation instances to fail to change their repeat rate. Fix #4553
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2019-07-03 15:33:13 +01:00 |
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Richard Davey
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a8a7d45956
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Removing a frame from a 2 frame animation would cause an error when a Sprite using that animation next tried to render. Fix #4621
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2019-07-03 15:07:53 +01:00 |
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Richard Davey
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5106b2c935
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Animations with custom pivots, like those created in Texture Packer with the pivot option enabled, would be mis-aligned if flipped. They now render in the correct position, regardless of scale or flip on either axis. Fix #4155
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2019-07-03 14:01:48 +01:00 |
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Richard Davey
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e8a4d569bb
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Update CHANGELOG.md
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2019-07-03 12:02:59 +01:00 |
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Richard Davey
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47b1d755a7
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Fixed a bug in the WebGL and Canvas Renderers where a Sprite with a flipX or flipY value set would render the offset frames slightly out of place, causing the animation to appear jittery. Also, the sprite would be out of place by its origin. Fix #4636 #3813
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2019-07-03 11:11:25 +01:00 |
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Richard Davey
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1b275c54ed
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Update CHANGELOG.md
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2019-07-02 12:32:29 +01:00 |
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Richard Davey
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5142b8398e
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Update CHANGELOG.md
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2019-07-02 12:13:46 +01:00 |
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Richard Davey
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b104fe52bf
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Update CHANGELOG.md
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2019-06-28 19:41:04 +01:00 |
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Richard Davey
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58f076a125
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TweenData now holds the target index and has a new signature
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2019-06-28 18:02:18 +01:00 |
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Richard Davey
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3330a83bee
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Update CHANGELOG.md
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2019-06-28 17:42:21 +01:00 |
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Richard Davey
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79b2048ae0
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Fixed addBlendMode type. Fix #4625
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2019-06-28 14:53:12 +01:00 |
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Richard Davey
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e9746bbe6f
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Update CHANGELOG.md
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2019-06-28 14:38:53 +01:00 |
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Richard Davey
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3c9e310234
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Update CHANGELOG.md
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2019-06-27 16:28:21 +01:00 |
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Richard Davey
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eb72b4253c
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Update CHANGELOG.md
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2019-06-27 13:04:36 +01:00 |
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Richard Davey
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4de9c3c93c
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Update CHANGELOG.md
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2019-06-27 12:41:41 +01:00 |
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Richard Davey
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46b56c4d2b
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All changes to Tween.state are now set _before_ any events or callbacks, allowing you to modify the state of the Tween in those handlers
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2019-06-27 12:02:45 +01:00 |
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Richard Davey
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9582a21d4f
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Tween JSDocs complete
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2019-06-27 11:50:24 +01:00 |
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Richard Davey
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14a6864f21
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If you called Scene.destroy within a Game Object pointerdown or pointerup handler, it would cause the error "Cannot read property 'game' of null" if the event wasn't cancelled in your handler. It now checks if the manager is still there before accessing its property. Fix #4436
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2019-06-27 01:13:27 +01:00 |
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Richard Davey
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aad9d38e13
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You can now specify easeParams for any custom easing function you wish to use. Fix #3826
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2019-06-27 01:06:25 +01:00 |
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Richard Davey
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4eb163573b
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Update CHANGELOG.md
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2019-06-27 01:00:41 +01:00 |
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Richard Davey
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5e4e6ca49f
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Tween.seek has been rewritten so you can now seek to any point in the Tween, regardless of repeats, loops, delays and hold settings. Fix #4409
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2019-06-26 23:17:52 +01:00 |
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Richard Davey
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da50dd5336
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Update CHANGELOG.md
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2019-06-26 00:36:51 +01:00 |
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Richard Davey
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3bf3057da0
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WebGLRenderer.setScissor will default the drawingBufferHeight if no argument is provided, stopping NaN scissor heights.
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2019-06-25 23:03:57 +01:00 |
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Richard Davey
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356c57c07b
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The Shader will no longer set uniforms if the values are null , saving on GL ops.
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2019-06-25 22:49:30 +01:00 |
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Richard Davey
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a61207b890
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Math.ToXY is a new mini function that will take a given index and return a Vector2 containing the x and y coordinates of that index within a grid.
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2019-06-25 16:57:05 +01:00 |
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Richard Davey
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45bfaeacfb
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Update CHANGELOG.md
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2019-06-24 12:31:49 +01:00 |
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Richard Davey
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0d42bb2944
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Update CHANGELOG.md
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2019-06-24 10:58:47 +01:00 |
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Richard Davey
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9c4fdf88e5
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Update CHANGELOG.md
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2019-06-24 00:14:38 +01:00 |
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Richard Davey
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5bbd10b4c4
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Update CHANGELOG.md
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2019-06-22 11:38:28 +01:00 |
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Richard Davey
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4b41c64ced
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Update CHANGELOG.md
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2019-06-22 11:34:47 +01:00 |
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Richard Davey
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bb29aed88a
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Matter.Factory.constraint wouldn't allow a zero length constraint to be created due to a falsey check of the length argument. You can now set length to be any value, including zero, or leave it undefined to have it automatically calculated
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2019-06-22 11:19:56 +01:00 |
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Richard Davey
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3f4e4fc7e4
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Update CHANGELOG.md
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2019-06-21 16:35:33 +01:00 |
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Richard Davey
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aabd6d13df
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Update CHANGELOG.md
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2019-06-21 16:10:29 +01:00 |
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Richard Davey
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e2a197eb1b
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Update CHANGELOG.md
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2019-06-21 10:53:30 +01:00 |
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Richard Davey
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44408b3ea4
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Update CHANGELOG.md
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2019-06-20 09:59:05 +01:00 |
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Richard Davey
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db433656c3
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Preparing for 3.19 dev
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2019-06-19 17:02:27 +01:00 |
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Richard Davey
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b852ac5985
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Update CHANGELOG.md
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2019-06-19 15:52:13 +01:00 |
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Richard Davey
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6c575ca20e
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Arcade.Events.WORLD_STEP is a new event you can listen to. It is emitted by the Arcade Physics World every time the world steps once. It is emitted _after_ the bodies and colliders have been updated. Fix #4289
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2019-06-19 15:41:45 +01:00 |
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Richard Davey
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9a5a369423
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Update CHANGELOG.md
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2019-06-19 15:30:59 +01:00 |
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Richard Davey
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ae591c1c34
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Timeline.setTimeScale would only impact the Timeline loop and completion delays, not the actively running Tweens. It now scales the time for all child tweens as well. Fix #4164
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2019-06-19 12:34:41 +01:00 |
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Richard Davey
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6d173434eb
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Looped Tween Timelines would mess-up the tween values on every loop repeat, causing the loop to fail. They now loop correctly due to a fix in the Tween.play method. Fix #4558
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2019-06-19 12:23:24 +01:00 |
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Richard Davey
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8f22f37dca
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Tween.restart wouldn't restart the tween properly. Fix #4594
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2019-06-19 11:05:27 +01:00 |
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Richard Davey
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d71529b4c0
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Update CHANGELOG.md
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2019-06-19 10:41:51 +01:00 |
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Richard Davey
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3be81dc6b6
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Update CHANGELOG.md
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2019-06-19 09:46:41 +01:00 |
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Richard Davey
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3a74ee9a27
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Update CHANGELOG.md
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2019-06-19 09:29:01 +01:00 |
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Richard Davey
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19c6c94899
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Update CHANGELOG.md
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2019-06-17 19:48:47 +01:00 |
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Richard Davey
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18f8ee5c31
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Update CHANGELOG.md
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2019-06-12 12:35:43 +01:00 |
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Richard Davey
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9c7b26260e
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StaticPhysicsGroup can now take a classType property in its Group Config and will use the value of it, rather than override it. If none is provided it'll default to ArcadeSprite . Fix #4401
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2019-06-12 12:06:40 +01:00 |
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Richard Davey
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6a2e8a06b6
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Update CHANGELOG.md
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2019-06-12 11:19:03 +01:00 |
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Richard Davey
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77859b1cdf
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Calling Arcade Physics Body.reset on a Game Object that doesn't have any bounds, like a Container, would throw an error about being unable to access getTopLeft . If this is the case, it will now set the position to the given x/y values
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2019-06-11 18:20:56 +01:00 |
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Richard Davey
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13180b9a9a
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If you had a Graphics object in the display list immediately after an object with a Bitmap Mask it would throw an error Uncaught TypeError: Cannot set property 'TL' of undefined . Fix #4581
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2019-06-11 17:58:57 +01:00 |
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Richard Davey
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9e5527f230
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Update CHANGELOG.md
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2019-06-11 16:45:15 +01:00 |
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Richard Davey
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4f36fe15fa
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Update CHANGELOG.md
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2019-06-11 16:06:11 +01:00 |
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Richard Davey
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2cc42f1a32
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Update CHANGELOG.md
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2019-06-11 14:31:23 +01:00 |
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Richard Davey
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b1e3ee4eec
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Added base64 to ArrayBuffer and ArrayBuffer to base64
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2019-06-11 14:14:31 +01:00 |
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Richard Davey
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4bd3cca4d0
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Update CHANGELOG.md
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2019-06-11 09:08:12 +01:00 |
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Richard Davey
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2c8a5d3446
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Renamed translate, rotate and scale to make them more explicit
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2019-06-06 17:41:42 +01:00 |
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Richard Davey
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caf6f30bde
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Update CHANGELOG.md
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2019-06-06 15:58:26 +01:00 |
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Richard Davey
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89fe081f74
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Added new Tiled Object and Object Layer defs. Fix #4364
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2019-06-06 11:20:40 +01:00 |
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Richard Davey
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3da69ade29
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Tilemap.createDynamicLayer would fail if you called it without setting the x and y arguments, even though they were flagged as being optional. Fix #4508
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2019-06-06 10:43:46 +01:00 |
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Richard Davey
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04ec7b26a1
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Tilemap.createBlankDynamicLayer would fail if you provided a string for the tileset as the base tile width and height were incorrectly read from the tileset argument. Fix #4495
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2019-06-06 10:29:28 +01:00 |
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Richard Davey
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bb0da190d0
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Update CHANGELOG.md
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2019-06-05 23:40:29 +01:00 |
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Richard Davey
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458c592596
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Changing the radius of an Arc Game Object wouldn't update the size, causing origin issues. It now updates the size and origin correctly in WebGL. Fix #4542
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2019-06-05 23:02:59 +01:00 |
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Richard Davey
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e32ec8636f
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Update CHANGELOG.md
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2019-06-05 22:48:15 +01:00 |
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Richard Davey
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f90619d593
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Update CHANGELOG.md
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2019-06-05 22:46:59 +01:00 |
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Richard Davey
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3aa742c79a
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Update CHANGELOG.md
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2019-06-05 15:31:29 +01:00 |
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Richard Davey
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bf44dd25e6
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Update CHANGELOG.md
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2019-06-04 19:13:53 +01:00 |
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Richard Davey
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b084ef4497
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Update CHANGELOG.md
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2019-06-04 18:54:41 +01:00 |
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Richard Davey
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c792cfccf7
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Update CHANGELOG.md
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2019-06-04 15:46:19 +01:00 |
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Richard Davey
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018c234a15
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Update CHANGELOG.md
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2019-06-01 10:53:08 +01:00 |
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Richard Davey
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d0f1475350
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Update CHANGELOG.md
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2019-05-30 22:30:29 +01:00 |
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Richard Davey
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061ff9e9e7
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Update CHANGELOG.md
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2019-05-30 22:28:47 +01:00 |
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Richard Davey
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e4cc8f74a1
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Update CHANGELOG.md
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2019-05-30 22:15:50 +01:00 |
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Richard Davey
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df0b474638
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Added getTopCenter, getBottomCenter, getLeftCenter and getRightCenter
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2019-05-29 16:27:31 +01:00 |
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Richard Davey
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09318530a4
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Matter.Factory.fromVertices can now take a vertices path string as its vertexSets argument, as well as an array of vertices.
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2019-05-29 14:50:57 +01:00 |
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Richard Davey
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3c52a3b27a
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Pass the pointers array in directly, no need to iterate them all every time
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2019-05-28 21:31:54 +01:00 |
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Richard Davey
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f7a374b096
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Update CHANGELOG.md
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2019-05-28 17:28:01 +01:00 |
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Richard Davey
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a39c0c87c7
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Update CHANGELOG.md
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2019-05-28 17:08:33 +01:00 |
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Richard Davey
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21b3f2a1ab
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Update CHANGELOG.md
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2019-05-28 16:58:55 +01:00 |
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Richard Davey
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4ab7fe164e
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Update CHANGELOG.md
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2019-05-28 11:39:06 +01:00 |
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Richard Davey
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b649ec3783
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Update CHANGELOG.md
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2019-05-24 19:30:16 +01:00 |
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Richard Davey
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b9ae4685ca
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Update CHANGELOG.md
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2019-05-23 17:19:34 +01:00 |
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Richard Davey
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8e4632fb51
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2019-05-22 19:19:36 +01:00 |
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Richard Davey
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d2dac14f9f
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Update CHANGELOG.md
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2019-05-22 19:19:32 +01:00 |
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Richard Davey
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d7af904bfa
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Added Matter velocity, angularVelocity and force methods
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2019-05-21 14:23:32 +01:00 |
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Richard Davey
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9959dce57e
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Passing a Frame object to Bob.setFrame would fail, as it expected a string or integer. It now checks the type of object, and if a Frame it checks to make sure it's a Frame belonging to the parent Blitter's texture, and if so sets it. Fix #4516
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2019-05-17 14:00:39 +01:00 |
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Richard Davey
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3504819b33
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The CameraManager would incorrectly destroy the default Camera in its shutdown method, meaning that if you used a fixed mask camera and stopped then resumed a Scene, the masks would stop working. The default camera is now destroyed only in the destroy method. Fix #4520
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2019-05-17 13:54:55 +01:00 |
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Richard Davey
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0ac5d7b8d9
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There was some test code left in the DOMElementCSSRenderer file that caused getBoundingClientRect to be called every render. This has been removed, which increases performance significantly for DOM heavy games.
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2019-05-17 13:43:55 +01:00 |
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Richard Davey
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e23a86d45a
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The default BaseShader vertex shader has a new uniform uResolution which is set during the Shader init and load to be the size of the Game Object to which the shader is bound.
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2019-05-16 17:44:59 +01:00 |
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Richard Davey
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f792fce9cb
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The default BaseShader vertex shader will now set the fragCoord varying to be the viewport height minus the y inPosition. This will give the correct y axis in the fragment shader, causing 'inverted' shaders to display normally when using the default vertex code.
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2019-05-16 17:30:30 +01:00 |
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Richard Davey
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48bf3d2b5e
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Update CHANGELOG.md
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2019-05-14 09:46:33 +01:00 |
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Richard Davey
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48a9925ed1
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Update CHANGELOG.md
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2019-05-14 09:44:08 +01:00 |
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Richard Davey
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725130bc40
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Update CHANGELOG.md
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2019-05-14 09:37:41 +01:00 |
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Richard Davey
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06d1618e29
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Preparing for 3.18 dev
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2019-05-10 18:32:03 +01:00 |
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Richard Davey
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ca66db35ed
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Updated Change Log and README
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2019-05-10 16:05:32 +01:00 |
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Richard Davey
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f9315bac3f
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Updated Scene config types
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2019-05-10 14:39:35 +01:00 |
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Richard Davey
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5dfea01d61
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Update CHANGELOG.md
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2019-05-10 12:28:12 +01:00 |
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Richard Davey
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edb0a8bfc2
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Update CHANGELOG.md
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2019-05-09 15:32:58 +01:00 |
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Richard Davey
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3b19b87ed2
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Update CHANGELOG.md
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2019-05-08 23:47:23 +01:00 |
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Richard Davey
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6609046905
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Update CHANGELOG.md
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2019-05-08 22:13:04 +01:00 |
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Richard Davey
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18a924c39c
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Passing an _array_ of configuration objects to physics.add.group would ignore them and none of the children would be assigned a physics body. Fix #4511
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2019-05-07 16:17:28 +01:00 |
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Richard Davey
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71db4ab24e
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Update CHANGELOG.md
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2019-05-04 12:50:54 +01:00 |
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Richard Davey
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fda7772d3f
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Fixed jsdocs to flag arguments as optional. Fix #4506
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2019-05-03 18:23:39 +01:00 |
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Richard Davey
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f0a25f4b9a
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Update CHANGELOG.md
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2019-05-03 17:38:41 +01:00 |
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Richard Davey
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40b325accf
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A Camera will pause following a Game Object for the duration of the Camera Pan Effect, as the two will clash over the Camera scroll position
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2019-05-02 10:51:46 +01:00 |
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Richard Davey
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f9482ef580
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BaseCache.getKeys is a new method that will return all keys in use in the current cache, i.e. this.cache.shader.getKeys() .
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2019-05-02 02:27:29 +01:00 |
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Richard Davey
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3d40a95a00
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Added glFuncMap
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2019-05-01 12:29:45 +01:00 |
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Richard Davey
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4c95d69711
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Added new SetValue function for property setting to any depth
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2019-05-01 12:28:21 +01:00 |
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Richard Davey
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95eb4fc03d
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Setting pixelPerfect when input enabling a Container would cause it to crash, because Container's don't have a texture to check. It will now throw a run-time warning and skip the Container for input. You should use a custom input callback instead. Fix #4492
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2019-04-26 10:56:06 +01:00 |
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Richard Davey
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e05ff03ed0
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Added Systems.renderer reference
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2019-04-25 11:30:10 +01:00 |
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Richard Davey
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f64d0a935b
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Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out.
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2019-04-24 16:45:31 +01:00 |
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Richard Davey
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1f0a516c77
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GeometryMask.setInvertAlpha is a new method that allows you to set the invertAlpha property in a chainable call.
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2019-04-24 15:00:16 +01:00 |
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Richard Davey
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ac3fac4ab6
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UpdateList.remove will now move the removed child to the internal _pendingRemoval array, instead of slicing it directly out of the active list. The pending list is cleared at the start of the next game frame. Fix #4365
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2019-04-24 13:58:05 +01:00 |
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Richard Davey
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11c1b458fa
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Phaser.Physics.Arcade.Events is now exposed in the namespace, preventing it from erroring if you use them in TypeScript. Fix #4481
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2019-04-24 13:44:57 +01:00 |
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Richard Davey
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64532d8d7b
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InputPlugin.clear has a new argument skipQueue which is used to avoid clearing a Game Object twice. This, combined with the fix for 4463 means you will no longer get a Cannot read property 'dragState' error if you destroy a Game Object enabled for drag where another draggable object exists. Fix #4228
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2019-04-24 13:38:40 +01:00 |
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Richard Davey
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00dbf8b03e
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Destroying a Game object during its pointerup event handler on a touch device will no longer cause Uncaught TypeError: Cannot read property 'localX' of undefined . All InputPlugin process handlers now check to see if the Game Object has been destroyed at any stage and abort if it has. Fix #4463
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2019-04-24 12:54:56 +01:00 |
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Richard Davey
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61921525f1
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There is a new webpack config FEATURE_SOUND which is set to true by default, but if set to false it will exclude the Sound Manager and all of its systems into the build files.
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2019-04-24 12:23:21 +01:00 |
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Richard Davey
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f4a86fd368
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The Container.setScrollFactor method has a new optional argument updateChildren . If set, it will change the scrollFactor values of all the Container children as well as the Container. Fix #4466 #4475
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2019-04-24 12:09:16 +01:00 |
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Richard Davey
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61011d3ae9
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Camera.clearRenderToTexture will check to see if the Scene is available before proceeding, avoiding potential errors when a Camera is destroyed multiple times during a Scene shutdown.
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2019-04-24 11:46:31 +01:00 |
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Richard Davey
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da6b520e64
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Update CHANGELOG.md
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2019-04-24 11:21:55 +01:00 |
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Richard Davey
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94b7db0e82
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Update CHANGELOG.md
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2019-04-24 11:06:54 +01:00 |
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Richard Davey
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c9075a4c40
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Update CHANGELOG.md
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2019-04-24 10:48:07 +01:00 |
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Richard Davey
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fd4f45673b
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Pointer.getDuration would only return zero until the pointer was released, or moved (basically any action that generated a DOM event). It now returns the duration regardless of the DOM events. Fix #4444
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2019-04-24 10:08:56 +01:00 |
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Richard Davey
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4d38283746
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Update CHANGELOG.md
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2019-04-24 10:04:17 +01:00 |
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Richard Davey
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4aa256a04c
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Update CHANGELOG.md
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2019-04-23 22:50:01 +01:00 |
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Richard Davey
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9298492b01
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Update CHANGELOG.md
|
2019-04-23 11:21:29 +01:00 |
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Richard Davey
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226daaa731
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Update CHANGELOG.md
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2019-04-16 17:08:19 +01:00 |
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Richard Davey
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1f9aec524e
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Update CHANGELOG.md
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2019-04-15 23:46:28 +01:00 |
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Richard Davey
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53870c0699
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Update CHANGELOG.md
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2019-04-15 16:46:51 +01:00 |
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Richard Davey
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0bdf1cc083
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Allow geometry masks to work within bitmap masks
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2019-04-12 18:36:31 +01:00 |
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Richard Davey
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216bf3d904
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Update CHANGELOG.md
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2019-04-12 17:47:05 +01:00 |
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Richard Davey
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da82ced343
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Update CHANGELOG.md
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2019-04-11 17:10:16 +01:00 |
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Richard Davey
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16f7553ff3
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Update CHANGELOG.md
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2019-04-09 23:29:37 +01:00 |
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Richard Davey
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26bdff978c
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Update CHANGELOG.md
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2019-04-09 17:55:20 +01:00 |
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Richard Davey
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2690561eee
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Update CHANGELOG.md
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2019-04-08 16:45:51 +01:00 |
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Richard Davey
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2d3c905f53
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Calling Tween.play on a tween that had already finished and was pending removal will stop the tween from getting stuck in an isPlaying state and will restart the tween again from the beginning. Calling play on a Tween that is already playing does nothing. Fix #4184
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2019-04-08 16:25:31 +01:00 |
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Richard Davey
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0012ed3524
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Added Tilemap.renderDebugFull method.
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2019-04-08 16:05:12 +01:00 |
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Richard Davey
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95cf972dec
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Update CHANGELOG.md
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2019-04-08 15:59:52 +01:00 |
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Richard Davey
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d63321eba5
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Layers now remove themselves from the Tilemap when destroyed. Fix #4319
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2019-04-08 15:45:43 +01:00 |
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Richard Davey
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0cfbc7917e
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The InputPlugin will now dispatch an update event regardless, allowing the Gamepad Plugin to update itself every frame, regardless of DOM events. This allows Gamepads to work correctly again. Fix #4414
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2019-04-08 14:39:28 +01:00 |
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Richard Davey
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f552dde229
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Texture.add will no longer let you add a frame to a texture with the same name or index as one that already exists in the texture. Doing so will now return null instead of a Frame object, and the frameTotal will never be incremented. Fix #4459
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2019-04-08 14:22:03 +01:00 |
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Richard Davey
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ce2d9868a6
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Update CHANGELOG.md
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2019-04-08 14:02:22 +01:00 |
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Richard Davey
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83e3bd313f
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Update CHANGELOG.md
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2019-04-08 13:53:08 +01:00 |
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Richard Davey
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ded1320e8e
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Fixed issue with multiple calls to Tween.restart
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2019-04-08 12:58:03 +01:00 |
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Richard Davey
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94fad47b1a
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Update CHANGELOG.md
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2019-04-08 12:49:06 +01:00 |
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Richard Davey
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b4f62ff301
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Update CHANGELOG.md
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2019-04-08 12:18:25 +01:00 |
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Richard Davey
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5c2dcb6e0e
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Update CHANGELOG.md
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2019-04-08 12:18:25 +01:00 |
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Richard Davey
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00638ae9ee
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Swapped to use GetValue instead.
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2019-04-08 11:45:08 +01:00 |
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Richard Davey
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cd8fb4217a
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Tweens created with a duration of zero will now render for one frame before completing. Fix #4235
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2019-04-08 11:18:42 +01:00 |
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Richard Davey
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b9fef30d99
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Update CHANGELOG.md
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2019-04-08 11:01:25 +01:00 |
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Richard Davey
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09487bbfc6
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Added new resetCollisionIDs method re: #4334
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2019-04-08 10:34:52 +01:00 |
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Richard Davey
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77fa68721e
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Update CHANGELOG.md
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2019-04-08 10:18:47 +01:00 |
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Richard Davey
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382fed3de7
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Added TextureManager.removeKey method and invoke it from Texture.destroy. Fix #4461
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2019-04-06 11:35:58 +01:00 |
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Richard Davey
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199f5989e6
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Update CHANGELOG.md
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2019-04-05 18:35:34 +01:00 |
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Richard Davey
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2ecaad5f03
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Fixes use of static keyword. Fix #4458
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2019-04-05 18:04:34 +01:00 |
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Richard Davey
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f4f33ed53c
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Update CHANGELOG.md
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2019-04-05 17:41:31 +01:00 |
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Richard Davey
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3b3e426752
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Update CHANGELOG.md
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2019-04-05 17:12:31 +01:00 |
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Richard Davey
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cc1b96a309
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The Body.setCollideWorldBounds method has two new optional arguments bounceX and bounceY which, if given, will set the World Bounce values for the body.
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2019-03-27 11:53:34 +00:00 |
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Richard Davey
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6a2397bbae
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The Clock.now property value is now synced to be the TimeStep.time value when the Clock plugin boots and is no longer Date.now() until the first update
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2019-03-26 14:35:14 +00:00 |
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Richard Davey
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e017691c68
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The ScaleMode Component has been removed from every Game Object, and along with it the scaleMode property and setScaleMode method. These did nothing anyway as they were not hooked to the render pipeline and scale mode should be set on the texture, not the Game Object. Fix #4413
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2019-03-24 23:07:27 +00:00 |
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Richard Davey
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a85e6283ec
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All of the Arcade Physics Components are now available directly under the Phaser.Physics.Arcade.Components namespace. Fix #4440
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2019-03-24 22:51:34 +00:00 |
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Richard Davey
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f895dab6c8
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Update CHANGELOG.md
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2019-03-22 19:08:11 +00:00 |
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Richard Davey
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cf504ac9c2
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Body.setVelocity was cause the speed property to be set to NaN if you didn't provide a y argument.
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2019-03-22 13:16:37 +00:00 |
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Richard Davey
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de14633247
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Update CHANGELOG.md
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2019-03-15 13:32:02 +00:00 |
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Richard Davey
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0a87a0bdef
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Added new getProduct method and fixed naming of consumePurchases .
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2019-03-13 12:37:01 +00:00 |
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Richard Davey
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ab1d39bebb
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Update CHANGELOG.md
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2019-03-08 20:09:31 +00:00 |
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Richard Davey
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8839ab1c0e
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Added the new overlapRect method.
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2019-03-07 15:16:31 +00:00 |
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Richard Davey
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8e872fcb51
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Fixed closest and furthest when the RTree is disabled
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2019-03-07 14:13:45 +00:00 |
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Richard Davey
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d36ada0386
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Added collideTiles and overlapTiles to AP.
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2019-03-07 13:36:15 +00:00 |
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Richard Davey
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4196a7380e
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Update CHANGELOG.md
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2019-03-07 12:36:30 +00:00 |
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Richard Davey
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0ee2442597
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Bumping to 3.17.0
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2019-03-07 12:31:06 +00:00 |
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Richard Davey
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ccdb109873
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Update CHANGELOG.md
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2019-03-05 14:45:57 +00:00 |
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Richard Davey
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c85648e06a
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The PluginManager.installScenePlugin method has a new optional boolean parameter fromLoader which controls if the plugin is coming in from the result of a Loader operation or not. If it is, it no longer throws a console warning if the plugin already exists. This fixes an issue where if you return to a Scene that loads a Scene Plugin it would throw a warning and then not install the plugin to the Scene.
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2019-02-28 12:24:41 +00:00 |
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Richard Davey
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c15734f1bc
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A Scene will now emit the new CREATE event after it has been created by the Scene Manager. If the Scene has a create method this event comes after that, so is useful to knowing when a Scene may have finished creating Game Objects, etc.
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2019-02-26 11:00:20 +00:00 |
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Richard Davey
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a1265a207b
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The return from the ScenePlugin.add method has changed. Previously, it would return the ScenePlugin, but now it returns a reference to the Scene that was added to the Scene Manager, keeping it in-line with all other add methods in the API. Fix #4359
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2019-02-25 17:12:00 +00:00 |
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Richard Davey
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f9e6f2cd71
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Update CHANGELOG.md
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2019-02-25 17:09:08 +00:00 |
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Richard Davey
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35363631d6
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Added jsdoc blocks
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2019-02-24 23:36:56 +00:00 |
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Richard Davey
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84c24862cf
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GetAdvancedValue now uses the correct Math RND reference, which means anything that used the randInt or randFloat features of this function, such as creating a Sprite from a Config object, or Bitmap Text sizing, will no longer throw an error about a null object reference. Fix #4369
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2019-02-24 22:56:29 +00:00 |
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Richard Davey
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0ed8cc052f
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Update CHANGELOG.md
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2019-02-24 22:12:14 +00:00 |
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Richard Davey
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80c8250d4f
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Update CHANGELOG.md
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2019-02-22 03:58:29 +00:00 |
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Richard Davey
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38927d48b6
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Update CHANGELOG.md
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2019-02-22 00:47:23 +00:00 |
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Richard Davey
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376f06d2a9
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Updated for 3.16.3
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2019-02-15 10:39:07 +00:00 |
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Richard Davey
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04080bc1ba
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3.16.2 Release
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2019-02-11 09:59:29 +00:00 |
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Richard Davey
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cd67fd6108
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Update CHANGELOG.md
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2019-02-10 21:45:56 +00:00 |
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Richard Davey
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d50475045d
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Added Zone.setBlendMode method as a NOOP function, fixing a bug where if you added a Zone to a Container when running under Canvas it would fail. Fix #4295
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2019-02-10 17:30:01 +00:00 |
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Richard Davey
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f3f65d1437
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Refactored the game over and out handling to work with the non-legacy input system. Fix #4344
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2019-02-10 17:10:13 +00:00 |
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Richard Davey
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a252225be6
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Entering Fullscreen mode in the Scale Manager and then pressing ESC would leave the injected fullsceen div in the DOM, causing it to fail with a node insertion failure the second time you wanted to enter fullscreen mode. Fix #4352
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2019-02-10 16:13:45 +00:00 |
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Richard Davey
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0ab61ac6de
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When the Matter World creates its wall bounds, the left and right walls now extend further up and down than before, so that in a 4-wall setting there are no gaps in the corners, which previously allowed for fast moving objects that hit a corner intersection point to sometimes travel through it.
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2019-02-09 16:27:20 +00:00 |
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Richard Davey
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fd8d75ab02
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Refactored the Pointer Constraint to make it work more like a real pointer does, added missing events, added full jsdocs.
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2019-02-09 16:02:21 +00:00 |
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Richard Davey
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7041601893
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Added drag events to Pointer Constraint
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2019-02-09 14:58:42 +00:00 |
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Richard Davey
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8eaaa3515f
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Update CHANGELOG.md
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2019-02-08 17:33:53 +00:00 |
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Richard Davey
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1a1ed45925
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Update CHANGELOG.md
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2019-02-08 13:36:31 +00:00 |
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Richard Davey
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b4aeeadb65
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Update CHANGELOG.md
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2019-02-08 13:32:58 +00:00 |
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Richard Davey
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17d56bd8ac
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Moved jsdoc comment to stop weird TS module generation
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2019-02-08 13:08:32 +00:00 |
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Richard Davey
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f8c4252fcb
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Tweaked setTileScale arguments
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2019-02-08 12:13:01 +00:00 |
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Richard Davey
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916a13cf9d
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resetKeys doc update. Fix #4345
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2019-02-07 00:31:10 +00:00 |
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Richard Davey
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05e3520048
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The Mesh.setAlpha method has been restored, even though it's empty and does nothing, to prevent runtime errors when adding a Mesh or Quad object to a Container. Fix #4338 #4343
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2019-02-06 23:36:05 +00:00 |
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Richard Davey
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b09fa3f10e
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Preparing for 3.17 dev
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2019-02-06 12:41:18 +00:00 |
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Richard Davey
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f9cb8972ab
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3.16.1 (because, npm)
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2019-02-05 00:49:42 +00:00 |
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Richard Davey
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0a4325dc97
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Updated Change Log and ReadMe for release
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2019-02-05 00:03:49 +00:00 |
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Richard Davey
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c616e32964
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Update CHANGELOG.md
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2019-02-04 23:28:51 +00:00 |
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Richard Davey
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eb9ed3463f
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Lots of namespace and jsdoc fixes
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2019-02-01 18:02:58 +00:00 |
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Richard Davey
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ec7e062dd1
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Updated Change Log
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2019-02-01 13:32:59 +00:00 |
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Richard Davey
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5587b00fc5
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Update CHANGELOG.md
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2019-01-31 11:27:29 +00:00 |
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Richard Davey
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38639eecec
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Update CHANGELOG.md
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2019-01-31 11:12:03 +00:00 |
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Richard Davey
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dbd3745b4a
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The AddToDOM method has had the overflowHidden argument removed. The DOM element the canvas is inserted into no longer has overflow: hidden applied to its style. If you wish to have this, please add it directly via CSS.
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2019-01-30 22:46:29 +00:00 |
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Richard Davey
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a9d6951660
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A Tween Timeline will now set it's internal destroy state _before_ calling either the onComplete callback or sending the COMPLETE event. This means you can now call methods that will change the state of the Timeline, such as play , during the callback handlers, where-as before doing this would have had the internal state changed immediately, preventing it
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2019-01-30 15:49:08 +00:00 |
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Richard Davey
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44f4ac3598
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Type def fix
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2019-01-29 23:49:23 +00:00 |
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Richard Davey
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c2db34f660
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SceneManager.getScenes is a new method that will return all current Scenes being managed by the Scene Manager. You can optionally return only active scenes and reverse the order in which they are returned in the array.
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2019-01-29 01:03:56 +00:00 |
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Richard Davey
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e63b340f06
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Update CHANGELOG.md
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2019-01-28 13:40:52 +00:00 |
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Richard Davey
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3ee62e88e0
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Update CHANGELOG.md
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2019-01-25 17:29:53 +00:00 |
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Richard Davey
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9142260307
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Texture filter mode is now based on game anti-alias setting.
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2019-01-24 14:23:24 +00:00 |
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Richard Davey
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6d77884b92
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Removed un-needed methods and reset keys on focus loss. Fix #4134
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2019-01-24 11:55:34 +00:00 |
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Richard Davey
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4fea7f57f2
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DataManager.pop would emit the DataManager instance, instead of the parent, as the first event argument. It now emits the parent as it should do. Fix #4186
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2019-01-24 11:11:07 +00:00 |
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Richard Davey
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fac2efedc4
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Container + List.sort scope fixed and custom handler option added. Fix #4241
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2019-01-24 11:04:36 +00:00 |
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Richard Davey
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dc080c053d
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README URL fix
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2019-01-24 09:37:47 +00:00 |
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Richard Davey
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cf2095f0c8
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The Arcade Physics Body has a new property maxSpeed which limits the vector length of the Body velocity. You can set it via the method setMaxSpeed and it is applied in the World.computeVelocity method
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2019-01-24 00:26:29 +00:00 |
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Richard Davey
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60fbd9540e
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Update CHANGELOG.md
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2019-01-23 23:49:08 +00:00 |
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Richard Davey
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510f9e8a60
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Update CHANGELOG.md
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2019-01-23 23:17:56 +00:00 |
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Richard Davey
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dd221f54a6
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Update CHANGELOG.md
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2019-01-23 23:10:51 +00:00 |
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Richard Davey
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67679f58f6
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Return actual booleans from button checks and reset buttons to zero correctly.
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2019-01-23 23:00:29 +00:00 |
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Richard Davey
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8111d8062e
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Pointer.up and Pointer.down now use a hasOwnProperty check for the existance of the buttons property on the event, causing it to be set even if equal to zero, which it is when there are no buttons down
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2019-01-23 22:34:48 +00:00 |
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Richard Davey
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2a478abb86
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Update CHANGELOG.md
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2019-01-23 22:03:49 +00:00 |
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Richard Davey
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9651d4dba1
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New Input Manager process event.
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2019-01-23 15:50:57 +00:00 |
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Richard Davey
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ea9678cc85
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Removed TextStyle auto-quotes and added docs instead.
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2019-01-22 14:02:25 +00:00 |
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Richard Davey
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4c24799eac
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Arcade Physics could trigger a collide event on a Body even if it performing an overlap check, if the onCollide property was true
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2019-01-18 16:16:14 +00:00 |
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Richard Davey
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b73ba710ab
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Update CHANGELOG.md
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2019-01-18 16:10:17 +00:00 |
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Richard Davey
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a151a02f2c
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The Scene transitionstart event is now dispatched by the Target Scene of a transition, regardless if the Scene has a create method or not. Previously, it was only dispatched if the Scene had a create method.
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2019-01-18 12:06:43 +00:00 |
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Richard Davey
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33189b429f
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Update CHANGELOG.md
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2019-01-17 18:38:39 +00:00 |
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Richard Davey
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44cff816ba
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Added all the Sound Events.
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2019-01-17 17:20:54 +00:00 |
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Richard Davey
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99cd0259fe
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Spelling mistake fix.
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2019-01-17 14:57:24 +00:00 |
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Richard Davey
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5494f6ac79
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Arcade Physics Events
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2019-01-17 14:04:36 +00:00 |
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Richard Davey
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8b9feb8a82
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Added all of the Loader Events.
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2019-01-17 13:04:26 +00:00 |
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Richard Davey
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25c1a5fe74
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Added Texture Manager Events and moved 'ready' responsibility to it
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2019-01-17 11:54:41 +00:00 |
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Richard Davey
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f9167d5fd5
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Update CHANGELOG.md
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2019-01-17 11:17:29 +00:00 |
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Richard Davey
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0297a6625c
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Added Data Manager events and fixed some jsdoc links
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2019-01-16 10:16:31 +00:00 |
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Richard Davey
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e882218fc4
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Renamed boot to core and updated events accordingly
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2019-01-15 16:17:04 +00:00 |
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Richard Davey
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69ea6ed590
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Update CHANGELOG.md
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2019-01-15 14:37:46 +00:00 |
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Richard Davey
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79dc611b95
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Quote the font family in Text objects.
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2019-01-12 16:31:48 +00:00 |
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Richard Davey
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988d1a2922
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Update CHANGELOG.md
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2019-01-11 16:47:31 +00:00 |
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Richard Davey
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83752c9a99
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Update CHANGELOG.md
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2019-01-11 12:12:12 +00:00 |
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Richard Davey
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caca07699d
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Update CHANGELOG.md
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2019-01-10 13:54:10 +00:00 |
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Richard Davey
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30dda882eb
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Matter.TileBody.setFromTileCollision no longer checks if the shape is concave or convex before modifying the vertices, as the update to the Matter.js lib in 3.12 stopped this from working with Tiled collision shapes.
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2019-01-08 11:50:21 +00:00 |
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Richard Davey
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a8708f26cd
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Update CHANGELOG.md
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2019-01-06 23:36:16 +00:00 |
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Richard Davey
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6a361ba8ea
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Line.Extend is a new static function that allows you extend the start and/or end points of a Line by the given amounts.
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2019-01-05 00:38:20 +00:00 |
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Richard Davey
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730c84e3e3
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Draggable Game Objects would not work if you had multiple Scenes running in parallel, with draggable objects in both of them. Only the top-most Scene would work fully. Items in the bottom Scene would never finish their drag cycle, causing them to get stuck. Fix #4249
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2019-01-04 16:34:59 +00:00 |
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Richard Davey
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566df734a0
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MatterSprite would set its type property to be Image . It now sets it to be Sprite as it should do.
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2019-01-04 14:16:10 +00:00 |
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Richard Davey
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439c644702
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Fixed an API validation error in the chooseContext method. Fix #4248
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2019-01-04 14:05:53 +00:00 |
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Richard Davey
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36f08d83e6
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The processDomCallbacks method in the Input Manager wasn't correctly clearing the once arrays. Responsibility for this has now been passed to the queue methods queueTouchStart , queueTouchMove , queueTouchEnd , queueMouseDown , queueMouseMove and queueMouseUp . Fix #4257
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2019-01-04 14:03:21 +00:00 |
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Richard Davey
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a6447cd6b0
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Updated docs and change log
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2019-01-04 13:33:56 +00:00 |
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Sean Heber
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92d47f197f
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Fixed spelling errors and did some light editing
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2019-01-03 16:51:23 -06:00 |
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Richard Davey
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a18c838058
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Update CHANGELOG.md
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2018-12-21 18:51:59 +00:00 |
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Richard Davey
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98c68b8595
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Update CHANGELOG.md
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2018-12-21 02:47:14 +00:00 |
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Richard Davey
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cb57425a34
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The Alpha, Flip and Origin components have been removed from the Mesh Game Object (and by extension, Quad as well) as they are not used in the renderer and should be manipulated via the Mesh properties. Fix #4188
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2018-12-18 15:47:07 +00:00 |
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Richard Davey
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a2723249a3
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CanvasTexture.destroy is a new method that specifically handles the destruction of the CanvasTexture and all of its associated typed arrays. This prevents a memory leak when creating and destroying lots of RenderTextures (which are CanvasTexture backed). Fix #4239
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2018-12-18 15:21:24 +00:00 |
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Richard Davey
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68a87516dd
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Update CHANGELOG.md
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2018-12-18 13:36:08 +00:00 |
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Richard Davey
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8ec71c7bd1
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Update CHANGELOG.md
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2018-12-18 12:12:52 +00:00 |
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Richard Davey
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3b1c578634
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Update CHANGELOG.md
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2018-12-18 11:39:08 +00:00 |
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Richard Davey
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7586f4df33
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Update CHANGELOG.md
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2018-12-13 13:10:18 +00:00 |
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Richard Davey
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ffd217dbdd
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Fixed size calculation and updated docs
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2018-12-13 11:46:17 +00:00 |
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Richard Davey
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caad527b29
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Added getData and putData methods.
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2018-12-13 00:30:13 +00:00 |
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Richard Davey
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b8fbd0d2c0
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keydown and keyup events now fire for every possible key, no matter if they exist in the KeyCodes list or not.
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2018-12-12 16:50:04 +00:00 |
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Richard Davey
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17e7ddedf7
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Update CHANGELOG.md
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2018-12-12 13:15:04 +00:00 |
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Richard Davey
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af5b1f2427
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StaticBody.reset in Arcade Physics would ignore the x and y values given to it. If given, they're now used to reset the parent Game Object before the body is updated. Fix #4224
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2018-12-12 12:39:47 +00:00 |
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Richard Davey
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cc55ee73cf
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Changing scaleX or scaleY on a MatterImage or MatterSprite would cause the body scale to become distorted as the setters didn't use the correct factor when resetting the initial scale. Fix #4206
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2018-12-12 12:07:16 +00:00 |
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Richard Davey
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cc2981d590
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Update CHANGELOG.md
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2018-12-12 11:56:13 +00:00 |
|
Richard Davey
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9ee0535621
|
Update CHANGELOG.md
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2018-12-12 11:10:31 +00:00 |
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Richard Davey
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744bcf4791
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Update CHANGELOG.md
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2018-12-12 11:09:06 +00:00 |
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Richard Davey
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d9f89fbde1
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Fixed lint error, added docs.
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2018-12-11 09:31:56 +00:00 |
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Richard Davey
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27c1426856
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Updated earcut from 2.1.1 to 2.1.4.
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2018-12-10 16:35:11 +00:00 |
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Richard Davey
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a62f01e97c
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Update CHANGELOG.md
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2018-12-08 15:02:52 +00:00 |
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Richard Davey
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c3524b345f
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Added CanvasTexture.drawFrame method.
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2018-12-08 13:10:55 +00:00 |
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Richard Davey
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9dd7d2d8aa
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-12-07 19:28:48 +00:00 |
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Richard Davey
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f1113358b8
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Update CHANGELOG.md
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2018-12-07 19:28:43 +00:00 |
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Richard Davey
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06c6b280e7
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New global adshowerror handler and better event flow.
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2018-12-07 04:29:18 +00:00 |
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Richard Davey
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2ed6c649a3
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Swapped ad events placement.
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2018-12-07 01:49:01 +00:00 |
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Richard Davey
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e672592aef
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Modified how ad placement loading works.
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2018-12-07 01:39:30 +00:00 |
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Richard Davey
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e6f5d0144e
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Added Animation.chain method to queue an animation to start when the current one ends.
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2018-12-06 15:57:52 +00:00 |
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Richard Davey
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96fab45ced
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Update CHANGELOG.md
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2018-12-06 15:40:00 +00:00 |
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Richard Davey
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8955c50ab5
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Update CHANGELOG.md
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2018-12-06 14:47:29 +00:00 |
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Richard Davey
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bca8d9b0c9
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Add Key capture information
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2018-12-06 11:55:14 +00:00 |
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Richard Davey
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4174626b84
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Update CHANGELOG.md
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2018-12-05 16:07:51 +00:00 |
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Richard Davey
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2780babe10
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Final Doc Jam merge
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2018-12-03 15:16:23 +00:00 |
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Richard Davey
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6f8759c186
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Whenever Camera.roundPixels was enabled it would use a bitwise operation to truncate the float (x |= 0 ) - this has been replaced across all files that used it, with a call to Math.round instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects.
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2018-11-30 10:27:25 +00:00 |
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Richard Davey
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146745057a
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Utils.Array.MoveUp wouldn't let you move an array element to the top-most index in the array. This also impacted Container.moveUp .
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2018-11-29 23:33:54 +00:00 |
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Richard Davey
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52cfd5b4d6
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Update CHANGELOG.md
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2018-11-29 13:44:53 +00:00 |
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Richard Davey
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f3488b0d7c
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Undid CSS background style
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2018-11-28 15:51:31 +00:00 |
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Richard Davey
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171191e1d8
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Added Camera centerOnX and centerOnY methods.
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2018-11-28 13:24:29 +00:00 |
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Richard Davey
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f8cd23766e
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Update CHANGELOG.md
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2018-11-28 13:13:46 +00:00 |
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Richard Davey
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30972f4528
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Camera.getBounds is a new method that will return a rectangle containing the bounds of the camera.
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2018-11-27 17:16:03 +00:00 |
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Richard Davey
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b0df6892b5
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The Canvas SetTransform method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera.
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2018-11-27 13:54:59 +00:00 |
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Richard Davey
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91e4a91c5a
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Added GetNearestPoint and GetShortestDistance methods
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2018-11-27 00:42:37 +00:00 |
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Richard Davey
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2c78c22112
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Geom.Intersects.PointToLine has a new optional argument lineThickness (which defaults to 1). This allows you to determine if the point intersects a line of a given thickness, where the line-ends are circular (not square)
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2018-11-26 23:28:07 +00:00 |
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Richard Davey
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a74616b090
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Added getDistanceX and getDistanceY
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2018-11-26 15:35:18 +00:00 |
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Richard Davey
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449c6a3ca5
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Update CHANGELOG.md
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2018-11-26 11:28:24 +00:00 |
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Richard Davey
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f51de18bb2
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Updated docs and added quick bail-out clause
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2018-11-26 11:27:02 +00:00 |
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Richard Davey
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93a76475ea
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The Input Plugin was emitting a preUpdate event, with the capital U, instead of preupdate . This has now been corrected. Fix #4185
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2018-11-26 11:13:25 +00:00 |
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Richard Davey
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31e0f95954
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Update CHANGELOG.md
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2018-11-21 11:53:50 +00:00 |
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Richard Davey
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ab85d480a7
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Added setState method.
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2018-11-21 02:24:54 +00:00 |
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Richard Davey
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7c00bd4dc8
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Added Pointer.velocity and Pointer.angle as they're so common for gesture calculations.
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2018-11-20 17:03:22 +00:00 |
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Richard Davey
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f1fdc5dcf5
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Changing TileSprite.width or TileSprite.height will now flag the texture as dirty and call updateDisplayOrigin , allowing you to resize TileSprites dynamically in both Canvas and WebGL.
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2018-11-20 15:32:15 +00:00 |
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Richard Davey
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625955178e
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Updated docs
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2018-11-20 12:45:47 +00:00 |
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Richard Davey
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c22edb548a
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Update CHANGELOG.md
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2018-11-20 11:07:50 +00:00 |
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Richard Davey
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8cd45a72b2
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ESLint fixes
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2018-11-20 11:02:19 +00:00 |
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Richard Davey
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ec570a639d
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Update CHANGELOG.md
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2018-11-20 10:33:09 +00:00 |
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Richard Davey
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274f86cc97
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Update CHANGELOG.md
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2018-11-20 10:31:26 +00:00 |
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Richard Davey
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e9274601a9
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Update CHANGELOG.md
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2018-11-20 10:21:06 +00:00 |
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Richard Davey
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319e4de0a1
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Update CHANGELOG.md
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2018-11-20 09:46:49 +00:00 |
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Richard Davey
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068ba0f7cd
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Update CHANGELOG.md
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2018-11-19 15:31:09 +00:00 |
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Richard Davey
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51223c518a
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Added Graphics.fill and Graphics.stroke
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2018-11-19 11:09:53 +00:00 |
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Richard Davey
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202c6c9c1a
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Added nextFrame and previousFrame to the Animation component
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2018-11-16 14:34:09 +00:00 |
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Richard Davey
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eb5da1f26d
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Docs update
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2018-11-16 10:56:43 +00:00 |
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Richard Davey
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f85a79c0d7
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There is a new boolean Game Config property called customEnvironment . If set to true it will skip the internal Feature checks when working out which type of renderer to create, allowing you to run Phaser under non-native web environments. If using this value, you _must_ set an explicit renderType of either CANVAS or WEBGL. It cannot be left as AUTO. Fix #4166
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2018-11-16 10:46:30 +00:00 |
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Richard Davey
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476a31093a
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onFocus and onBlur ignore if locked
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2018-11-13 19:47:47 +00:00 |
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Richard Davey
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578158cfcb
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Updated docs
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2018-11-13 17:04:31 +00:00 |
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Richard Davey
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fb768e6262
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Update CHANGELOG.md
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2018-11-13 15:27:46 +00:00 |
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Richard Davey
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9e36f80105
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Update CHANGELOG.md
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2018-11-13 15:15:43 +00:00 |
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Richard Davey
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7d202111f1
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Update CHANGELOG.md
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2018-11-13 10:31:44 +00:00 |
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Richard Davey
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34d12a643e
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-11-12 23:20:04 +00:00 |
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Richard Davey
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c75b233226
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Update CHANGELOG.md
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2018-11-12 23:19:53 +00:00 |
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Richard Davey
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38b11b8947
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Update CHANGELOG.md
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2018-11-12 23:01:34 +00:00 |
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Richard Davey
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5f92b05fd7
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Added game config keyboard capture flag for global preventDefault handling.
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2018-11-12 22:22:12 +00:00 |
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Richard Davey
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23cc8b84e3
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Added getConnectedScores method
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2018-11-12 17:15:00 +00:00 |
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Richard Davey
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0557ee071b
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Updated setScore handling
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2018-11-12 12:38:18 +00:00 |
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Richard Davey
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511707e4a7
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Update CHANGELOG.md
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2018-11-07 16:16:50 +00:00 |
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Richard Davey
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979fc7341f
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The cameraFilter property of a Game Object will now allow full bitmasks to be set (a value of -1), instead of just those > 0
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2018-11-07 16:12:28 +00:00 |
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Richard Davey
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8ea2bffb9c
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Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139
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2018-11-07 16:01:21 +00:00 |
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Richard Davey
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601c7696c3
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Game Objects have a new property called state .
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2018-11-07 15:11:59 +00:00 |
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Richard Davey
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e34d759928
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Removed sortGameObjects and getTopGameObject methods
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2018-11-01 12:12:06 +00:00 |
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Richard Davey
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bed1141d9a
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Added clearPipeline and rebindPipeline and force argument.
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2018-10-25 14:13:40 +01:00 |
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Richard Davey
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7441ff90ae
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The Dynamic Bitmap Text Canvas Renderer was creating a new data object every frame for the callback. It now uses the callbackData object instead, like the WebGL renderer does.
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2018-10-25 14:11:23 +01:00 |
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Richard Davey
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4c73be9dbd
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The data object being sent to the Dynamic Bitmap Text callback now has a new property parent , which is a reference to the Bitmap Text instance that owns the data object (thanks ornyth)
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2018-10-25 14:10:12 +01:00 |
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Richard Davey
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7ca0edcdfc
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Update CHANGELOG.md
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2018-10-24 15:26:31 +01:00 |
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Richard Davey
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d3b573a615
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MATH_CONST no longer requires or sets the Random Data Generator, this is now done in the Game Config, allowing you to require the math constants without pulling in a whole copy of the RNG with it.
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2018-10-24 14:08:49 +01:00 |
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Richard Davey
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7bfd213b0d
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Update CHANGELOG.md
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2018-10-23 17:47:59 +01:00 |
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Richard Davey
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b73d0dd80c
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Added jsdocs
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2018-10-22 13:47:46 +01:00 |
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Richard Davey
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956a0913b8
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Added new jsdocs
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2018-10-22 12:12:31 +01:00 |
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Richard Davey
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2180b1fe58
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Update CHANGELOG.md
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2018-10-19 18:32:14 +01:00 |
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Richard Davey
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aafac3df06
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Update CHANGELOG.md
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2018-10-19 16:14:54 +01:00 |
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Richard Davey
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ec443cce01
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Update CHANGELOG.md
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2018-10-19 15:33:47 +01:00 |
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Richard Davey
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73678526ce
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Update CHANGELOG.md
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2018-10-19 13:50:39 +01:00 |
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Richard Davey
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f639091a01
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Update CHANGELOG.md
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2018-10-19 13:32:40 +01:00 |
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Richard Davey
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c9a4a240f8
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The Rectangle Shape object wouldn't render if it didn't have a stroke, or any other objects on the display list
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2018-10-19 13:08:05 +01:00 |
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Richard Davey
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b52c63fe10
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-10-19 12:32:48 +01:00 |
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Richard Davey
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4c4421c47f
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Docjam merge
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2018-10-19 12:32:43 +01:00 |
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Richard Davey
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c9b7ce3938
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The Mouse Manager class has been updated to remove some commented out code and refine the startListeners method.
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2018-10-18 22:04:41 +01:00 |
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Richard Davey
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61f74a2fc6
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The loadPlayerPhoto function in the Instant Games plugin now listens for the updated Loader event correctly, causing the photocomplete event to fire properly.
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2018-10-17 15:15:46 +01:00 |
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Richard Davey
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61008f4eda
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3.15.1 Release
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2018-10-16 16:24:43 +01:00 |
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Richard Davey
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017140f49a
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Update CHANGELOG.md
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2018-10-16 15:24:02 +01:00 |
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Richard Davey
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daee448528
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Updated change log
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2018-10-16 11:45:07 +01:00 |
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Richard Davey
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24837c4312
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Updated log
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2018-10-12 18:32:42 +01:00 |
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Richard Davey
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9dc53d1e5a
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The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs
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2018-10-12 15:08:53 +01:00 |
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Richard Davey
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4beffe842a
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Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites.
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2018-10-12 15:06:10 +01:00 |
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Richard Davey
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3e9cc42f49
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Device.OS has been restructured to allow fake UAs from Chrome dev tools to register iOS devices.
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2018-10-10 13:41:47 +01:00 |
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Richard Davey
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1025362781
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Updated log
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2018-10-08 17:03:06 +01:00 |
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Richard Davey
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8994d8f13e
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CameraManager.remove has a new argument runDestroy which, if set, will automatically call Camera.destroy on the Cameras removed from the Camera Manager.
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2018-10-05 18:30:00 +01:00 |
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Richard Davey
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4d13702c33
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The Particle Emitter Manager has been given a NOOP method called setBlendMode to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083
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2018-10-05 16:31:43 +01:00 |
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Richard Davey
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0f929bf0cc
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TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085
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2018-10-05 16:27:42 +01:00 |
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Richard Davey
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66445c9fb1
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If you set pixelArt to true in your game config (or antialias to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas.
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2018-10-02 13:30:45 +01:00 |
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Richard Davey
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e48d6bfb01
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If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073
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2018-10-02 13:13:51 +01:00 |
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Richard Davey
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1b85512de2
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Fixed a bug in the canvas rendering of both the Static and Dynamic Tilemap Layers where the camera matrix was being multiplied twice with the layer, causing the scale and placement to be off
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2018-10-02 12:51:02 +01:00 |
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Richard Davey
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e4c38215cd
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The RequestAnimationFrame.step and stepTimeout functions have been updated so that the new Frame is requested from raf before the main game step is called. This allows you to now stop the raf callback from within the game update or render loop. Fix #3952
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2018-10-02 11:33:05 +01:00 |
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Richard Davey
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143957d24a
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You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081
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2018-10-02 11:09:58 +01:00 |
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Richard Davey
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5bdf9aa21b
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WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process
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2018-10-01 16:32:42 +01:00 |
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Richard Davey
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ad2ef6a742
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Preparing for 3.15 dev
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2018-10-01 15:31:08 +01:00 |
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Richard Davey
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c6faa7c8a7
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3.14 Release
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2018-10-01 14:44:42 +01:00 |
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Richard Davey
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b3f3f6a9b5
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If a Game instance is destroyed without using the removeCanvas argument, it would throw exceptions in the MouseManager after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015
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2018-10-01 12:55:54 +01:00 |
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Richard Davey
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e297b3272e
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Added hundreds of new jsdoc descriptions
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2018-10-01 11:35:01 +01:00 |
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Richard Davey
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ec6715ba8b
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Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize was set to true in the game config. Fix #4066
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2018-10-01 10:38:39 +01:00 |
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Richard Davey
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56c26cfd18
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Updated log
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2018-09-29 11:21:48 +01:00 |
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Richard Davey
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38cacfd9f7
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Added new jsdocs
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2018-09-28 16:37:55 +01:00 |
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Richard Davey
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b687f051e9
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Added new jsdocs
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2018-09-28 15:00:55 +01:00 |
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Richard Davey
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c16ea9b93d
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Completed DynamicTilemapLayer jsdocs
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2018-09-28 14:46:31 +01:00 |
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Richard Davey
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43067aa30e
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Completed Tilemap class docs
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2018-09-28 14:02:12 +01:00 |
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Richard Davey
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99ba77c29d
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Added jsdocs.
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2018-09-28 12:45:01 +01:00 |
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Richard Davey
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c237209bb8
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Added new jsdocs
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2018-09-28 12:19:21 +01:00 |
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Richard Davey
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818a28073f
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Added jsdocs
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2018-09-28 11:04:19 +01:00 |
|
Richard Davey
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24fdcb5ffd
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New docs
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2018-09-28 10:32:58 +01:00 |
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Richard Davey
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3944e580cc
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Fixed an error in the batchSprite methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames
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2018-09-27 16:49:52 +01:00 |
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Richard Davey
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5ad4c8dc2b
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All of the Animation Events now pass the Game Object as the final argument, this includes animationstart , animationrestart , animationrepeat , animationupdate and animationcomplete .
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2018-09-27 15:55:16 +01:00 |
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Richard Davey
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82ddc031c7
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Added new batch of jsdocs
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2018-09-27 15:29:32 +01:00 |
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Richard Davey
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d8fcde46c3
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When using CanvasTexture.refresh or Graphics.generateTexture it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050
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2018-09-27 14:16:22 +01:00 |
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Richard Davey
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c2f77a858b
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Updated log
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2018-09-27 13:09:47 +01:00 |
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Richard Davey
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aff073a6c0
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Updated log
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2018-09-27 12:12:33 +01:00 |
|
Richard Davey
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e5e8f84e96
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Updated log
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2018-09-27 11:47:56 +01:00 |
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Richard Davey
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bed4abc8ed
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Updated ParseTilesets function to handle Tiled 1.2 and 1.1 formats
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2018-09-27 00:41:11 +01:00 |
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Richard Davey
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8cc7650f8c
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Arcade Physics Bodies will now sync the display origin of the parent Game Object to the body properties as part of the updateBounds call.
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2018-09-26 17:15:22 +01:00 |
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Richard Davey
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32bd01daba
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If you used a scaled Dynamic Tilemap Layer and rotated or flipped tiles, the tiles that were rotated or flipped would be positioned incorrectly in WebGL. Fix #3778
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2018-09-26 16:49:18 +01:00 |
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Richard Davey
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6fef0fb57e
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The Device.OS check for node will now do a typeof first to avoid issues with rollup packaged builds needing to shim the variable out. Fix #4058
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2018-09-26 16:36:45 +01:00 |
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Richard Davey
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849de9020c
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Updated log
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2018-09-26 16:32:48 +01:00 |
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Richard Davey
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b4e59405b4
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Calling Tilemap.renderDebug ignored the layer scale when drawing to the Graphics object. It will now scale the layer before drawing. Fix #4026
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2018-09-26 16:18:44 +01:00 |
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Richard Davey
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c0e5197f7c
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Static Tilemap Layers now support tile rotation and flipping. Previously this was a feature only for Dynamic Tilemap Layers, but now both have it. Close #4037
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2018-09-26 16:07:32 +01:00 |
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Richard Davey
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94d21da3ca
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The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002
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2018-09-26 15:27:19 +01:00 |
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Richard Davey
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e9417825f0
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Updated change log
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2018-09-26 14:15:45 +01:00 |
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Richard Davey
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eb09c35056
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The poly-decomp library, as used by Matter.js, has been updated to 0.3.0.
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2018-09-26 11:08:55 +01:00 |
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Richard Davey
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684838aabe
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Polygon.setTo can now take a string of space separated numbers when creating the polygon data, i.e.: '40 0 40 20 100 20 100 80 40 80 40 100 0 50' . This update also impacts the Polygon Shape object, which can now also take this format as well.
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2018-09-26 11:01:48 +01:00 |
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