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CHANGELOG.md

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@@ -135,6 +135,8 @@ There is a new Game Object Component called `TextureCrop`. It replaces the Textu
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* `Pointer.prevPosition` is a new Vector2 that stores the previous position of the Pointer, prior to the most recent DOM event. You can use this when performing calculations between the old and current positions, such as for tracking the pointer speed.
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* `Pointer.getInterpolatedPosition` is a new method that will return an array of smoothly interpolated values between the old and previous position of the Pointer. You can configure how many interpolation steps should take place (the default is 10) and provide an output array to store them in. This method is handy if you've got an object tracking a pointer and you want to ensure it has smooth movement (as the DOM will often process pointer events at a faster rate than the game loop can update).
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* `TransformMatrix.copyFromArray` will populate a matrix from the given array of values. Where 0, 1, 2, 3, 4 and 5 map to a, b, c, d, e and f.
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* `WebGLPipeline` has a new over-rideable method called `boot` which is called when the renderer and all core game systems have finished being set-up.
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* `KeyboardPlugin.checkDown` is a new method that allows you to check if a Key is being pressed down or not in an update loop. The difference between this method and checking the `Key.isDown` property directly is that you can provide a duration to this method. For example, if you wanted a key press to fire a bullet, but you only wanted it to be able to fire every 100ms, then you can call this method with a `duration` of 100 and it will only return `true` every 100ms.
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### Updates
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@@ -154,6 +156,7 @@ There is a new Game Object Component called `TextureCrop`. It replaces the Textu
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* The `ScenePlugin` will now queue all of the following ops with the Scene Manager: `start`, `run`, `pause`, `resume`, `sleep`, `wake`, `switch` and `stop`. This means for all of these calls the Scene Manager will add the call into its queue and process it at the start of the next frame. This fixes #3812 and keeps things more predictable (thanks @Waclaw-I)
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* `TransformMatrix.multiply` has a new optional argument `out` which is a matrix to store the multiplication results in. If not given it will act as before, multiplying the current matrix.
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* `Zones` now have a NOOP `setAlpha` method, which allows them to be added into Containers (thanks @TadejZupancic)
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* The `setPipeline` method now returns the instance of the Game Object on which it was called. It used to return the pipeline that was set, but this made it non-chainable which broke with the conventions set in all the other `set` methods. If you use `setPipeline` in your code anywhere to retrieve the pipeline reference, please use the `pipeline` property of the Game Object instead.
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### Bug Fixes
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