1.9 KiB
1.9 KiB
Phaser 3 Change Log
Version 3.1.0 - Onishi - 16th February 2018
Updates
- Vertex resource handling code updated, further optimizing the WebGL batching. You should now see less gl ops per frame across all batches.
- The
Blittergame object has been updated to use theListstructure instead ofDisplayList. - Arcade Physics World
disableBodyhas been renameddisableGameObjectBodyto more accurately reflect what it does. - Lots of un-used properties were removed from the Arcade Physics Static Body object.
- Arcade Physics Static Body can now refresh itself from its parent via
refreshBody.
Bug Fixes
- A couple of accidental uses of
letexisted, which broke Image loading in Safari # (thanks Yat Hin Wong) - Added the static property
Graphics.TargetCamerawas added back in which fixedGraphics.generateTexture. - The SetHitArea Action now calls
setInteractive, fixingGroup.createMultiplewhen a hitArea has been set. - Removed rogue Tween emit calls. Fix #3222 (thanks @ZaDarkSide)
- Fixed incorrect call to TweenManager.makeActive. Fix #3219 (thanks @ZaDarkSide)
- The Depth component was missing from the Zone Game Object. Fix #3213 (thanks @Twilrom)
- Fixed issue with
Blitteroverwriting previous objects vertex data. - The
Tilegame object tinting was fixed, so tiles now honor alpha values correctly. - The
BitmapMaskwould sometimes incorrectly bind its resources. - Fixed the wrong Extend target in MergeXHRSettings (thanks @samme)
New Features
- Destroying a Game Object will now call destroy on its physics body, if it has one set.
- Arcade Physics Colliders have a new
nameproperty and correspondingsetNamemethod. - Matter.js bodies now have an inlined destroy method that removes them from the World.
- Impact bodies now remove themselves from the World when destroyed.
- Added Vector2.ZERO static property.