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Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -197,6 +197,12 @@ You can find the source for Camera 3D in the new `plugins/camera3d` folder, alon
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* In Matter.js if you scaled a Body it would only scale correctly once, due to the way Matter handles scaling internally. We now automatically reset the Matter scale before applying the new value, which allows you to keep the Phaser and Matter object scales in sync. Fix #3785#3951 (thanks @bergben)
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* The default Container Blend Mode is now `SKIP_TEST`. This allows you to either set a blend mode for a Container, in which case all children use that blend mode. Or, you can set a blend mode on the children and the children will render using their own blend modes, as the Container doesn't have one set. The WebGL and Canvas Renderer functions have also been updated to support this change. Fix #3684 (thanks @TadejZupancic)
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* Previously the Input Manager would create a Touch handler unless the Game Config had `input.touch` set to `false` (the default was true). If no such property is set, it no longer defaults to `true` and instead is set to whatever `Device.input.touch` returns. On non-touchscreen desktops this means it will now only create one single Pointer, rather than two.
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* The Arcade Physics Body `_tempMatrix` property has been removed. It was only used if the Body's Game Object had a parent. The matrix has been moved to the World instance instead, shared by all bodies.
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* Arcade Physics World has gained two new private properties `_tempMatrix` and `_tempMatrix2`. These are used by all bodies in the simulation that need a temporal matrix for calculations, rather than having their own instances.
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* The Input Manager has gained a new private property `_tempMatrix2`. This is used internally in the hitTest checks to avoid constant matrix creation.
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* The Transform Matrix has a new method `applyInverse` which will take an x/y position and inverse translate it through the current matrix.
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* Using `keyboard.addKeys("W, A, S, D")` would fail because of the spacing between the characters. `addKeys` will now trim the input allowing you to space characters out if you prefer (thanks @dhruvyad)
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* Calling `setTimeScale` on the Sprite's Animation component will now set the time scale value and keep it set until you change it again. Previously it would be reset to 1 when a new animation was loaded into the component, but this no longer happens - once the time scale is set it remains in effect, regardless of which animations are played on the Sprite.
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### Game Config Resolution Specific Bug Fixes
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@@ -239,12 +245,16 @@ Setting the `resolution` property in the Game Config to a value other than 1 wou
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* A Game Object couldn't have a blend mode of `SKIP_TEST` set by using the getter or the `setBlendMode` method.
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* In Arcade Physics the `World.disable` call was passing the wrong argument, so never disabling the actual body (thanks @samme)
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* There was a visual bug with Rounded Rectangles in Canvas mode, due to the addition of the `overshoot` argument in the Graphics arc call. This has been fixed, so arcs will now render correctly and consistently in WebGL and Canvas and Rounded Rectangles are back to normal again too. Fix #3912 (thanks @valse)
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* The `InputManager.inputCandidate` method, which determines if a Game Object can be interacted with by a given Pointer and Camera combination, now takes the full camera status into consideration. This means if a Camera is set to ignore a Game Object you can now longer interact with it, or if the Camera is ignoring a Container with an interactive Game Object inside it, you cannot interact with the Container children any more. Previously they would interact regardless of the Camera state. Fix #3984 (thanks @NemoStein@samid737)
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*`Transform.getWorldTransformMatrix` has been recoded to iterate the transform parents correctly, applying the matrix multiplications as it goes. This (along with some changes in the Input Manager) fix the issue with Game Objects inside of Containers failing hit tests between certain angles. Fix #3920 (thanks @chaping@hackhat)
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* Calling Arcade Physics `collide` during an `update` method wouldn't inject the results back into the Body parent, causing the bodies to carry on moving. Using Colliders worked, but manually checking did not. Now, both methods work. Fix #3777 (thanks @samme)
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* The `setTintFill` method would ignore the `alpha` value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992 (thanks @trl-bsd)
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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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