|
44 | 44 | * The `Body.delta` values are now able to be read and acted upon during a Scene update, due to the new game step flow. This means you can now call `this.physics.collide` during a Scene `update` and it will work properly again. Fix #4370 (thanks @NokFrt) |
45 | 45 | * `ArcadePhysics.furthest` now iterates the bodies Set, rather than the RTree, which keeps it working even if the RTree has been disabled. |
46 | 46 | * `ArcadePhysics.closest` now iterates the bodies Set, rather than the RTree, which keeps it working even if the RTree has been disabled. |
47 | | -* `Body.setVelocity` was cause the `speed` property to be set to `NaN` if you didn't provide a `y` argument. |
| 47 | +* `Body.setVelocity` caused the `speed` property to be set to `NaN` if you didn't provide a `y` argument. |
48 | 48 |
|
49 | 49 | ### Facebook Instant Games Plugin |
50 | 50 |
|
@@ -143,7 +143,7 @@ Notes: |
143 | 143 | * Calling `Tween.restart` multiple times in a row would cause the tween to freeze. It will now disregard all additional calls to `restart` if it's already in a pending state (thanks @rgk) |
144 | 144 | * Tween Timelines would only apply the `delay` value of a child tween once and not on loop. Fix #3841 (thanks @Edwin222 @Antriel) |
145 | 145 | * `Texture.add` will no longer let you add a frame to a texture with the same name or index as one that already exists in the texture. Doing so will now return `null` instead of a Frame object, and the `frameTotal` will never be incremented. Fix #4459 (thanks @BigZaphod) |
146 | | -* The InputPlugin will now dispatch an update event regardless, allowing the Gamepad Plugin to update itself every frame, regardless of OM events. This allows Gamepads to work correctly again. Fix #4414 (thanks @CipSoft-Components) |
| 146 | +* The InputPlugin will now dispatch an update event, allowing the Gamepad Plugin to update itself every frame, regardless of DOM events. This allows Gamepads to work correctly again. Fix #4414 (thanks @CipSoft-Components) |
147 | 147 | * Calling `Tween.play` on a tween that had already finished and was pending removal will stop the tween from getting stuck in an `isPlaying` state and will restart the tween again from the beginning. Calling `play` on a Tween that is already playing does nothing. Fix #4184 (thanks @SamCode) |
148 | 148 | * Declared `Audio.dataset`, which fixes Internet Explorer 10 crashing when trying to access the dataset property of the object (thanks @SirLink) |
149 | 149 | * Previously, setting a mask on a Particle Emitter wouldn't work (it had to be set on the Emitter Manager instance), even though the mask methods and properties existed. You can now set a geometry or bitmap mask directly on an emitter. |
|
0 commit comments