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Updated for 3.1.1 Release.
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CHANGELOG.md

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# Change Log
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## Version 3.1.1 - In Development
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## Version 3.1.1 - 20th February 2018
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### Updates
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README.md

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<div align="center"><img src="https://phaser.io/images/github/news.jpg"></div>
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> 16th February 2018
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> 20th February 2018
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**Updated:** Thank you for the amazing response to the 3.0.0 release! We've been hard at work and have now prepared 3.1.0 for you, which is available today. This fixes a few issues that crept in and further speeds up the WebGL rendering. Check out the [Change Log](#changelog) for more details.
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**Updated:** Thank you for the amazing response to the 3.0.0 release! We've been hard at work and have now prepared 3.1.1 for you, which is available today. Check out the [Change Log](#changelog) for more details.
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After 1.5 years in the making, tens of thousands of lines of code, hundreds of examples and countless hours of relentless work: Phaser 3 is finally out. It has been a real labor of love and then some!
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[Phaser is on jsDelivr](http://www.jsdelivr.com/projects/phaser), a "super-fast CDN for developers". Include the following in your html:
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```html
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<script src="//cdn.jsdelivr.net/npm/phaser@3.1.0/dist/phaser.js"></script>
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<script src="//cdn.jsdelivr.net/npm/phaser@3.1.1/dist/phaser.js"></script>
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```
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or the minified version:
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```html
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<script src="//cdn.jsdelivr.net/npm/phaser@3.1.0/dist/phaser.min.js"></script>
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<script src="//cdn.jsdelivr.net/npm/phaser@3.1.1/dist/phaser.min.js"></script>
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```
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### License
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![Change Log](https://phaser.io/images/github/div-change-log.png "Change Log")
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<a name="changelog"></a>
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## Version 3.1.0 - Onishi - 16th February 2018
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## Version 3.1.1 - 20th 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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* 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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* 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](http://labs.phaser.io/view.html?src=src%5Caudio%5CWeb%20Audio%5CReuse%20AudioContext.js) for details. Fixes #3238 (thanks @z0y1 @Ziao)
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* The Webpack shell plugin now fires on `onBuildExit`, meaning it'll update the examples if you use `webpack watch` (thanks @rblopes)
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* Added `root: true` flag to the eslint config to stop it scanning further-up the filesystem.
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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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* 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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* Removed unused `_queue` property from `ScenePlugin` class (thanks @rblopes)
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* The variable `static` is no longer used in Arcade Physics, fixing the 'static is a reserved word' in strict mode error (thanks @samme)
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* Fixed `Set.union`, `Set.intersect` and `Set.difference` (thanks @yupaul)
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* The corner tints were being applied in the wrong order. Fixes #3252 (thanks @Rybar)
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* BitmapText objects would ignore calls to setOrigin. Fixes #3249 (thanks @amkazan)
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* Fixed a 1px camera jitter and bleeding issue in the renderer. Fixes #3245 (thanks @bradharms)
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* Fixed the error `WebGL: INVALID_ENUM: blendEquation: invalid mode.` that would arise on iOS. Fixes #3244 (thanks @Ziao)
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* The `drawBlitter` function would crash if `roundPixels` was true. Fixes #3243 (thanks @Jerenaux and @vulcanoidlogic)
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Please see the complete [Change Log]((https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md)) for previous releases.
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Looking for a v2 change? Check out the [Phaser CE Change Log](https://github.com/photonstorm/phaser-ce/blob/master/CHANGELOG.md)
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