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Timeline.setTimeScale would only impact the Timeline loop and completion delays, not the actively running Tweens. It now scales the time for all child tweens as well. Fixphaserjs#4164
Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -184,6 +184,7 @@ The following changes took place in the Pointer class:
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*`Zone.setSize` didn't update the displayOrigin, causing touch events to be inaccurate as the origin was out. Fix #4131 (thanks @rexrainbow)
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*`Tween.restart` wouldn't restart the tween properly. Fix #4594 (thanks @NokFrt)
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* Looped Tween Timelines would mess-up the tween values on every loop repeat, causing the loop to fail. They now loop correctly due to a fix in the Tween.play method. Fix #4558 (thanks @peteroravec)
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*`Timeline.setTimeScale` would only impact the Timeline loop and completion delays, not the actively running Tweens. It now scales the time for all child tweens as well. Fix #4164 (thanks @garethwhittaker)
Copy file name to clipboardExpand all lines: src/tweens/Timeline.js
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@@ -14,7 +14,8 @@ var TWEEN_CONST = require('./tween/const');
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* @classdesc
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* A Timeline combines multiple Tweens into one. Its overall behavior is otherwise similar to a single Tween.
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*
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* The Timeline updates all of its Tweens simultaneously. Its methods allow you to easily build a sequence of Tweens (each one starting after the previous one) or run multiple Tweens at once during given parts of the Timeline.
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* The Timeline updates all of its Tweens simultaneously. Its methods allow you to easily build a sequence
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* of Tweens (each one starting after the previous one) or run multiple Tweens at once during given parts of the Timeline.
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