phaser/src
Richard Davey fb05e1de49
Merge pull request #4805 from samme/fix/headless-destroy
Fix headless game failing to destroy
2019-10-17 13:27:52 +01:00
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actions
animations Removing a frame from a 2 frame animation would cause an error when a Sprite using that animation next tried to render. Fix #4621 2019-07-03 15:07:53 +01:00
cache Add Video cache 2019-10-03 14:13:32 +01:00
cameras Expose BaseCamera module 2019-10-03 09:26:14 +08:00
core Check pendingDestroy in headlessStep() 2019-10-15 12:00:44 -07:00
create
curves Improve documentation for Phaser.Curves.Path 2019-10-12 13:45:44 +02:00
data
device Updated docs 2019-10-04 11:13:11 +01:00
display CanvasInterpolation has updated the order of the CSS properties so that crisp-edges comes after the browser prefix versions. 2019-10-01 14:43:26 +01:00
dom CreateDOMContainer will now use div.style.cssText to set the inline styles of the container, so it now works on IE11. Fix #4674 2019-07-24 15:16:08 +01:00
events
gameobjects Container.mask wouldn't render in WebGL due to a change in the way child masks were handled. Container masking now works again as in 3.19. Fix #4803 2019-10-15 11:29:47 +01:00
geom Added the new Geometry type properties 2019-07-18 10:36:11 +01:00
input Removed commented-out code 2019-10-11 18:35:27 +01:00
loader Shouldn't remove the blob data, or videos too large for memory cannot replay 2019-10-17 13:25:32 +01:00
math Testing rotation fix 2019-07-25 17:57:20 +01:00
physics Set 'part.angle' in 'Body.update' into matter-js 2019-10-05 02:02:30 +03:00
plugins Removed BasePlugin properties #4488 2019-10-02 16:32:04 +01:00
polyfills
renderer Merge pull request #4787 from firefalcom/fix/normalMapRotation 2019-10-11 13:21:39 +01:00
scale ScaleManager.startFullscreen now checks to see if the call returns a Promise, rather than checking if the browser supports them, before waiting for promise resolution. This fixes a runtime console warning in Microsoft Edge. Fix #4795 2019-10-11 13:53:21 +01:00
scene SceneManager.run (and consequently ScenePlugin.run) was using an out-dated way of checking if a Scene was paused before trying to resume it, causing a Scene to be started again instead of resumed. It now uses the Systems.isPaused function instead. Fix #3931 2019-10-15 11:53:43 +01:00
sound Update GLOBAL_MUTE_EVENT.js 2019-10-10 23:50:55 +01:00
structs ProcessQueue now extends Event Emitter. Also added removeAll method and length getter. 2019-10-02 12:13:07 +01:00
textures Added flipY property and setFlipY method. 2019-10-10 12:26:25 +01:00
tilemaps DynamicTilemapLayer.setCollision would cause an indexOf error when trying to access the layer data. Fix #4800 2019-10-15 11:34:32 +01:00
time JSDocs fix 2019-06-25 16:56:56 +01:00
tweens Added getValue method back and updated it 2019-10-11 18:15:44 +01:00
utils Updated docs 2019-07-08 13:03:25 +01:00
const.js 3.20.2 version 2019-10-17 13:26:10 +01:00
phaser-arcade-physics.js
phaser-core.js
phaser.js