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CHANGELOG.md

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## Version 3.20.2 - Fitoria - in dev
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### New Features
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* `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)
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* `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)
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### Updates
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* `Curve.getPoints` can now take an optional array as the 3rd parameter in which to store the points results (thanks @rexrainbow)
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* `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)
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* `ArcadePhysics.closest` will now no longer ever return the source in the target results (thanks @samme)
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* `ArcadePhysics.furthest` will now no longer ever return the source in the target results (thanks @samme)
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### Bug Fixes
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* 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)
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* 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)
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* `DOM.GetScreenOrientation` was returning the wrong consts from the Scale Manager (thanks @jcyuan)
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* 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)
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* 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)
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* `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)
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* `Tilemap.convertLayerToStatic` would throw an error when used multiple times, due to an error with the layer index count. Fix #4737 (thanks @Olliebrown @Vegita2)
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### Examples, Documentation and TypeScript
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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:
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@samme (for contributing loads of new Arcade Physics examples) @dranitski
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@samme (for contributing loads of new Arcade Physics examples) @dranitski @jcyuan @RollinSafary @ilyaryabchinski
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