|
2 | 2 |
|
3 | 3 | ## Version 3.20.2 - Fitoria - in dev |
4 | 4 |
|
| 5 | +### New Features |
| 6 | + |
| 7 | +* `ArcadePhysics.closest` now has an optional `targets` argument. The targets can be any Arcade Physics Game Object, Body or Static Body and it will return only the closet target from those given (thanks @samme) |
| 8 | +* `ArcadePhysics.furthest` now has an optional `targets` argument. The targets can be any Arcade Physics Game Object, Body or Static Body and it will return only the furthest target from those given (thanks @samme) |
| 9 | + |
| 10 | +### Updates |
| 11 | + |
| 12 | +* `Curve.getPoints` can now take an optional array as the 3rd parameter in which to store the points results (thanks @rexrainbow) |
| 13 | +* `Line.arcLengthDivisions` now overrides the default Curve value and is set to 1 to optimize the amount of points returned for a Line curve (thanks @rexrainbow) |
| 14 | +* `ArcadePhysics.closest` will now no longer ever return the source in the target results (thanks @samme) |
| 15 | +* `ArcadePhysics.furthest` will now no longer ever return the source in the target results (thanks @samme) |
| 16 | + |
5 | 17 | ### Bug Fixes |
6 | 18 |
|
7 | 19 | * The Spine Plugin was not clearing down the resize event listener in WebGL, causing it to still fire even if the Scene was closed. Fix #4808 (thanks @RollinSafary) |
8 | 20 | * When a game is created with the HEADLESS renderer, `Game.destroy()` had no effect and the game kept on running. Now it destroys itself properly. Fix #4804 (thanks @samme) |
| 21 | +* `DOM.GetScreenOrientation` was returning the wrong consts from the Scale Manager (thanks @jcyuan) |
| 22 | +* When using `Input.enableDebug` on Game Objects it would not render the debug graphic correctly if the hit area had been offset. It now adjusts the debug correctly for all common hit-area geometry types. Fix #4722 (thanks @HaoboZ @Olliebrown) |
| 23 | +* Light2D was not properly working for DynamicTilemapLayers due to a change in the way tilesets were stored, throwing an Uncaught TypeError at runtime. This is now handled correctly. Fix #4167 #4079 (thanks @koljakutschera @blackjack26 @kainage) |
| 24 | +* `Input.dragDistanceThreshold` was not working correctly since 3.18, snapping to the wrong drag state unless the time threshold was also set. Fix #4667 (thanks @muliawanw @Olliebrown) |
| 25 | +* `Tilemap.convertLayerToStatic` would throw an error when used multiple times, due to an error with the layer index count. Fix #4737 (thanks @Olliebrown @Vegita2) |
9 | 26 |
|
10 | 27 | ### Examples, Documentation and TypeScript |
11 | 28 |
|
12 | 29 | My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs: |
13 | 30 |
|
14 | | -@samme (for contributing loads of new Arcade Physics examples) @dranitski |
| 31 | +@samme (for contributing loads of new Arcade Physics examples) @dranitski @jcyuan @RollinSafary @ilyaryabchinski |
15 | 32 |
|
16 | 33 |
|
17 | 34 |
|
|
0 commit comments