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Update CHANGELOG.md
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CHANGELOG.md

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* The Mouse Manager class has been updated to remove some commented out code and refine the `startListeners` method.
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* The following Key Codes have been added, which include some missing alphabet letters in Persian and Arabic: `SEMICOLON_FIREFOX`, `COLON`, `COMMA_FIREFOX_WINDOWS`, `COMMA_FIREFOX`, `BRACKET_RIGHT_FIREFOX` and `BRACKET_LEFT_FIREFOX` (thanks @wmateam)
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* You can now modify `this.physics.world.debugGraphic.defaultStrokeWidth` to set the stroke width of any debug drawn body, previously it was always 1 (thanks @samme)
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* `TextStyle.setFont` has a new optional argument `updateText` which will sets if the text should be automatically updated or not (thanks @DotTheGreat)
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### Bug Fixes
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* The `loadPlayerPhoto` function in the Instant Games plugin now listens for the updated Loader event correctly, causing the `photocomplete` event to fire properly.
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* The Rectangle Shape object wouldn't render if it didn't have a stroke, or any other objects on the display list (thanks mliko)
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* When using a font string instead of setting `fontFamily`, `fontSize` and `fontStyle` in either `Text.setStyle` or `setFont`, the style properties wouldn't get set. This isn't a problem while creating the text object, only if modifying it later (thanks @DotTheGreat)
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* Disabling camera bounds and then moving the camera to an area in a Tilemap that did not have any tile information would throw an `Uncaught Reference error` as it tried to access tiles that did not exist (thanks @Siyalatas)
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* Fixed an issue where Sprite Sheets being extracted from a texture atlas would fail if the sheet was either just a single column or single row of sprites. Fix #4096 (thanks @Cirras)
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* If you created an Arcade Physics Group without passing a configuration object, and passing an array of non-standard children, it would throw a classType runtime error. It now creates a default config object correctly (thanks @pierpo)
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* The `Camera.cull` method has been restructured so it now calculates if a Game Object is correctly in view or not, before culling it. Although not used internally, if you need to cull objects for a camera, you can now safely use this method. Fix #4092 (thanks @Cirras)
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* The Tiled Parser would ignore animated tile data if it was in the new Tiled 1.2 format. This is now accounted for, as well as 1.0 (thanks @nkholski)
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### Examples and TypeScript
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