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Update CHANGELOG.md
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CHANGELOG.md

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@@ -311,6 +311,8 @@ The Animation API has had a significant overhaul to improve playback handling. I
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* The `AnimationState.updateFrame` method has now been removed. Everything is handled by `setCurrentFrame` instead, which removes one extra step out of the update process.
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* `GenerateFrameNames` will now `console.warn` if the generated frame isn't present in the texture, which should help with debugging animation creation massively.
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* `GenerateFrameNumbers` will now `console.warn` if the generated frame isn't present in the texture, which should help with debugging animation creation massively.
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* `GenerateFrameNumbers` would include the __BASE frame by mistake in its calculations. This didn't end up in the final animation, but did cause a cache miss when building the animation.
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* `GenerateFrameNumbers` can now accept the `start` and `end` parameters in reverse order, meaning you can now do `{ start: 10, end: 1 }` to create the animation in reverse.
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### New Features
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@@ -381,6 +383,7 @@ The Animation API has had a significant overhaul to improve playback handling. I
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* If a Scene is paused, or sent to sleep, it will automatically call `Keyboard.resetKeys`. This means that if you hold a key down, then sleep or pause a Scene, then release the key and resume or wake the Scene, it will no longer think it is still being held down (thanks @samme)
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* `Actions.setOrigin` will now call `updateDisplayOrigin` on the items array, otherwise the effects can't be seen when rendering.
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* You can now set the `ArcadeWorld.fixedStep` property via the `ArcadeWorldConfig` object (thanks @samme)
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* `Utils.Array.NumerArray` can now accept the `start` and `end` parameters in reverse order, i.e. `10, 1` will generate a number array running from 10 to 1. Internally it has also been optimized to skip string based returns.
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### Namespace Updates
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