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https://github.com/photonstorm/phaser
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45 lines
2.4 KiB
Markdown
45 lines
2.4 KiB
Markdown
# Change Log
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## Version 3.1.1 - In Development
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### Updates
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* The entire codebase now passes our eslint config (which helped highlight a few errors), if you're submitting a PR, please ensure your PR passes the config too.
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### Bug Fixes
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* Math.Fuzzy.Floor had an incorrect method signature.
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* Arcade Physics World didn't import GetOverlapX or GetOverlapY, causing `separateCircle` to break.
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* TileSprite was missing a gl reference, causing it to fail during a context loss and restore.
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* The Mesh Game Object Factory entry had incorrect arguments passed to Mesh constructor.
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## Version 3.1.0 - Onishi - 16th February 2018
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### Updates
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* Vertex resource handling code updated, further optimizing the WebGL batching. You should now see less gl ops per frame across all batches.
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* The `Blitter` game object has been updated to use the `List` structure instead of `DisplayList`.
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* Arcade Physics World `disableBody` has been renamed `disableGameObjectBody` to more accurately reflect what it does.
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* Lots of un-used properties were removed from the Arcade Physics Static Body object.
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* Arcade Physics Static Body can now refresh itself from its parent via `refreshBody`.
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### Bug Fixes
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* A couple of accidental uses of `let` existed, which broke Image loading in Safari # (thanks Yat Hin Wong)
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* Added the static property `Graphics.TargetCamera` was added back in which fixed `Graphics.generateTexture`.
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* The SetHitArea Action now calls `setInteractive`, fixing `Group.createMultiple` when a hitArea has been set.
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* Removed rogue Tween emit calls. Fix #3222 (thanks @ZaDarkSide)
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* Fixed incorrect call to TweenManager.makeActive. Fix #3219 (thanks @ZaDarkSide)
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* The Depth component was missing from the Zone Game Object. Fix #3213 (thanks @Twilrom)
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* Fixed issue with `Blitter` overwriting previous objects vertex data.
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* The `Tile` game object tinting was fixed, so tiles now honor alpha values correctly.
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* The `BitmapMask` would sometimes incorrectly bind its resources.
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* Fixed the wrong Extend target in MergeXHRSettings (thanks @samme)
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### New Features
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* Destroying a Game Object will now call destroy on its physics body, if it has one set.
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* Arcade Physics Colliders have a new `name` property and corresponding `setName` method.
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* Matter.js bodies now have an inlined destroy method that removes them from the World.
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* Impact bodies now remove themselves from the World when destroyed.
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* Added Vector2.ZERO static property.
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