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4.5 KiB
Change Log
Version 3.1.2 - In Development
Updates
- Hundreds of JSDoc fixes across the whole API.
- Tween.updateTweenData will now check to see if the Tween target still exists before trying to update its properties.
Bug Fixes
- The KeyCode
FORWAD_SLASH
had a typo and has been changed toFORWAD_SLASH
. Fix #3271 (thanks @josedarioxyz) - Fixed issue with vertex buffer creation on Static Tilemap Layer, causing tilemap layers to appear black. Fix #3266 (thanks @akleemans)
- Implemented Static Tilemap Layer scaling and Tile alpha support.
- Fixed issue with null texture on Particle Emitter batch generation. This would manifest if you had particles with blend modes on-top of other images not appearing.
Version 3.1.1 - 20th February 2018
Updates
- 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.
- The Web Audio Context is now suspended instead of closed to allow for prevention of 'Failed to construct AudioContext: maximum number of hardware contexts reached' errors from Chrome in a hot reload environment. We still strongly recommend reusing the same context in a production environment. See this example for details. Fixes #3238 (thanks @z0y1 @Ziao)
- The Webpack shell plugin now fires on
onBuildExit
, meaning it'll update the examples if you usewebpack watch
(thanks @rblopes) - Added
root: true
flag to the eslint config to stop it scanning further-up the filesystem.
Bug Fixes
- Math.Fuzzy.Floor had an incorrect method signature.
- Arcade Physics World didn't import GetOverlapX or GetOverlapY, causing
separateCircle
to break. - TileSprite was missing a gl reference, causing it to fail during a context loss and restore.
- The Mesh Game Object Factory entry had incorrect arguments passed to Mesh constructor.
- Removed unused
_queue
property fromScenePlugin
class (thanks @rblopes) - The variable
static
is no longer used in Arcade Physics, fixing the 'static is a reserved word' in strict mode error (thanks @samme) - Fixed
Set.union
,Set.intersect
andSet.difference
(thanks @yupaul) - The corner tints were being applied in the wrong order. Fixes #3252 (thanks @Rybar)
- BitmapText objects would ignore calls to setOrigin. Fixes #3249 (thanks @amkazan)
- Fixed a 1px camera jitter and bleeding issue in the renderer. Fixes #3245 (thanks @bradharms)
- Fixed the error
WebGL: INVALID_ENUM: blendEquation: invalid mode.
that would arise on iOS. Fixes #3244 (thanks @Ziao) - The
drawBlitter
function would crash ifroundPixels
was true. Fixes #3243 (thanks @Jerenaux and @vulcanoidlogic)
Version 3.1.0 - Onishi - 16th February 2018
Updates
- Vertex resource handling code updated, further optimizing the WebGL batching. You should now see less gl ops per frame across all batches.
- The
Blitter
game object has been updated to use theList
structure instead ofDisplayList
. - Arcade Physics World
disableBody
has been renameddisableGameObjectBody
to more accurately reflect what it does. - Lots of un-used properties were removed from the Arcade Physics Static Body object.
- Arcade Physics Static Body can now refresh itself from its parent via
refreshBody
.
Bug Fixes
- A couple of accidental uses of
let
existed, which broke Image loading in Safari # (thanks Yat Hin Wong) - Added the static property
Graphics.TargetCamera
was added back in which fixedGraphics.generateTexture
. - The SetHitArea Action now calls
setInteractive
, fixingGroup.createMultiple
when a hitArea has been set. - Removed rogue Tween emit calls. Fix #3222 (thanks @ZaDarkSide)
- Fixed incorrect call to TweenManager.makeActive. Fix #3219 (thanks @ZaDarkSide)
- The Depth component was missing from the Zone Game Object. Fix #3213 (thanks @Twilrom)
- Fixed issue with
Blitter
overwriting previous objects vertex data. - The
Tile
game object tinting was fixed, so tiles now honor alpha values correctly. - The
BitmapMask
would sometimes incorrectly bind its resources. - Fixed the wrong Extend target in MergeXHRSettings (thanks @samme)
New Features
- Destroying a Game Object will now call destroy on its physics body, if it has one set.
- Arcade Physics Colliders have a new
name
property and correspondingsetName
method. - Matter.js bodies now have an inlined destroy method that removes them from the World.
- Impact bodies now remove themselves from the World when destroyed.
- Added Vector2.ZERO static property.