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Update CHANGELOG.md
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CHANGELOG.md

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* When colliding physics groups with the search tree enabled, there was an unnecessary intersection test for each body returned by the search (thanks @samme)
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* When doing an overlap collision, there was an unnecessary intersection test for each pair of overlapping bodies (thanks @samme)
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* Sprite vs. Static Group collision tests now always use the static tree (thanks @samme)
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* Fixed a bug where if you added a static body to a sprite with scale ≠ 1, the body position was incorrect (thanks @samme)
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* If you passed in an array of `children` when creating a Physics Group, they didn't receive bodies. Fix #5152 (thanks @samme)
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### New Features
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* Calling `TimeStep.wake()` while the loop is running will now cause nothing to happen, rather than sleeping and then waking again (thanks @samme)
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* `Container.getBounds` will no longer set the temp rect bounds to the first child of the Container by default (which would error if the child had no bounds, like a Graphics object) and instead sets it as it iterates the children (thanks @blopa)
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* `File.state` will now be set to the `FILE_LOADING` state while loading and `FILE_LOADED` after loading (thanks @samme)
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* `BaseCamera.cull` now moves some of its calculations outside of the cull loop to speed it up (thanks @samme)
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### Bug Fixes
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* When Audio files failed to decode on loading, they would always show 'undefined' as the key in the error log, now they show the actual key (thanks @samme)
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* When the Sprite Sheet parser results in zero frames, the warning will now tell you the texture name that caused it (thanks @samme)
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* `KeyboardPlugin.checkDown` didn't set the `duration` to zero if the parameter was omitted, causing it to always return false. Fix #5146 (thanks @lozzajp)
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* If you passed in an array of `children` when creating a Group, they were not added and removed correctly. Fix #5151 (thanks @samme)
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### Examples, Documentation and TypeScript
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