phaser/changelog/3.55/CHANGELOG-v3.55.md
2023-04-08 19:10:05 +01:00

7.7 KiB

Phaser 3 Change Log

Version 3.55.0 - Ichika - 24th May 2021

New Features

  • GameObjects.DOMElement.pointerEvents is a new property that allows you to set the pointerEvents attribute on the DOM Element CSS. This is auto by default and should not be changed unless you know what you're doing.
  • Core.Config.domPointerEvents is a new config property set via dom: { pointerEvents } within the Game Config that allows you to set the pointerEvents css attribute on the DOM Element container.
  • The RenderTexture.endDraw method has a new optional boolean erase which allows you to draw all objects in the batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn.
  • All of the methods from the GraphicsPipeline have now been merged with the MultiPipeline, these include batchFillRect, batchFillTriangle, batchStrokeTriangle, batchFillPath, batchStrokePath and batchLine. The Graphics Game Object and all of the Shape Game Objects have been updated to use the new Multi Pipeline. This means that drawing Sprites and Graphics / Shapes will all batch together again. Fix #5553 #5500 (thanks @venarius @roberthook823)

Updates

  • The types have been improved for WebGL Compressed Textures (thanks @vforsh)
  • Container.moveAbove is a new method that will move a Game Object above another in the same Container (thanks @rexrainbow)
  • Container.moveBelow is a new method that will move a Game Object below another in the same Container (thanks @rexrainbow)
  • List.moveAbove is a new method that will move a Game Object above another in the same List (thanks @rexrainbow)
  • List.moveBelow is a new method that will move a Game Object below another in the same List (thanks @rexrainbow)
  • The MeasureText function, as used by Text Game Objects, has had its performance enhanced by removing a duplicate image data check and also now checks for metrics properties correctly (thanks @valadaptive)
  • WebGLShader.setUniform1 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform2 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform3 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform4 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • The WebGLShader.set1fv, set2fv, set3fv, set4fv, set1iv, set2iv, set3iv, set4iv, setMatrix2fv, setMatrix3fv and setMatrix4fv methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670 (thanks @telinc1)

Bug Fixes

  • Have reverted all of the DOM Element CSS changes back to how they were in 3.52, causing both DOM Input and Phaser Input to work together properly again. Fix #5628 (thanks @sacharobarts)
  • The Mesh Game Object would incorrectly cull faces if the Scene Camera scrolled. It now calculates the cull correctly, regardless of camera world position, zoom or rotation. Fix #5570 (thanks @hendrikras)
  • Math.ToXY will now return an empty Vector 2 if the index is out of range, where before it would return the input Vector2 (thanks @Trissolo)
  • The UpdateList.shutdown method will now remove the PRE_UPDATE handler from the ProcessQueue correctly (thanks @samme)
  • When loading a Video with a config object, it would not get the correct key value from it (thanks @mattjennings)
  • The GameObjectFactory.existing method will now accept Layer as a TypeScript type. Fix #5642 (thanks @michal-bures)
  • The Input.Pointer.event property can now be a WheelEvent as well.
  • Fixed an issue when loading audio files from a Phaser project wrapped in Capacitor native app shell on iOS (thanks @consolenaut)
  • Video would not resume playing after regaining focus swapping from another browser tab. Fix #5377 (thanks @spayton)
  • Container will now invoke addToRenderList before leaving the render method, fixing an issue with Container Input. Fix #5506 (thanks @vforsh @rexrainbow)
  • The Game.postBoot callback was never being invoked due to an incorrect internal property setter. Fix #5689 (thanks @sebastianfast)
  • The Light Game Object didn't set the shader uniforms correctly, causing it to appear to ignore image rotation with normal maps. Fix #5660 (thanks @sroboubi @telinc1)

Examples, Documentation and TypeScript

My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:

@x-wk @samme @trynx @Palats @supertorpe @Pixelguy @Fractal @halgorithm @Golden @H0rn0chse @EmilSV @Patapits @karbassi

Version 3.54.0 - Futaro - 26th March 2021

New Features

  • Phaser.Math.Median is a new function that will calculate the median of the given values. The values are sorted and the middle value is returned. In case of an even number of values, the average of the two middle values is returned (thanks @vforsh)
  • ScenePlugin.pluginKey is a new string-based property, set by the PluginManager that contains the key of the plugin with the Scene Systems.

Updates

  • When the Scene-owned Input Plugin is shutdown (i.e. via a call to Scene.stop) it will now remove any Key objects that the plugin created, not just reset them. This is a quality-of-life breaking change from how it worked previously (thanks @veleek)
  • Thanks to a TS Parser update by @krotovic the JSDocs can now define @this tags. Fix #4669.
  • The Scenes.Systems.install method has been removed. It's no longer required and would throw an error if called. Fix #5580 (thanks @Trissolo)
  • The WebAudioSoundManager.onFocus method will now test to see if the state of the AudioContext is interrupted, as happens on iOS when leaving the page, and then resumes the context. Fix #5390 #5156 #4790 (thanks @SBCGames @micsun-al @AdamXA)

Bug Fixes

  • Adding a Game Object to a Container that already existed in another Container would leave a copy of it on the Display List. Fix #5618 (thanks Kromah @mariogarranz)
  • Fixed missing backgroundColor property in GameConfig. Fix #5597 (thanks @eli-s-r)
  • BitmapText wouldn't render correctly with the Canvas Renderer when the texture came from a Texture Atlas. Fix #5545 (thanks @vforsh)
  • #5504 had broken DOM Elements being able to be clicked due to an oversight of the DOM Container. DOM Elements now correctly pick-up the default pointer events handler. Fix #5594 (thanks @pizkaz)
  • The RGBToString function will no longer return CSS strings with decimal places if the input contained them (thanks @neil-h)
  • Objects added to a SpineContainer were also added to the base Display List, causing them to appear twice. Fix #5599 (thanks @spayton)
  • When an Animation has skipMissedFrames set it will now bail out of the skip catch-up loop if any of the frames cause the animation to complete. Fix #5620 (thanks @fenrir1990 @Aveyder)
  • The Spine Plugin factory functions now use the local Scene Spine Plugin reference in order to create the objects, rather than the Scene belonging to the first instance of the plugin. This prevents errors when you have globally installed the Spine plugin, but then remove or destroy the first Scene using it (thanks stever1388 @samme)

Examples, Documentation and TypeScript

My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:

@samme @masterT @krotovic @Kvisaz