[4000.0.0-alpha.27.1] - 2026-05-12
Added
- Added a
repack: falseoption toloadSpite()and a repack parameter to
loadSpriteAtlas(), for faster loading if you're packing stuff at build-time
(#1063) - @dragoncoder047
Changed
- (!) Updated "explicit
LoadSpriteOpt.frames" method of loading a sprite
with animations (via eitherloadSprite()orloadSpriteAtlas()) to use
pixel values for the coordinate space, which is more intuitive (#1061) -
@dragoncoder047 - Added padding around edges of spritesheet to prevent stretch if uv ends up out
of bounds (#1076) - @dragoncoder047
Fixed
- Updated texture packer refreshing to only refresh when a sprite is actually
requested to be drawn, to reduce the number of times the texture is synced to
the GPU, which is slow (#1058) - @dragoncoder047 - Fixed
loadBitmapFontFromSprite()so that the font drawn using it is drawn
with the correct scale, as one would expect (#1063) - @dragoncoder047 - Added
exists()which also checks whether the object is not undefined. This
should temporarily fix the problem with undefined objects during collision due
to iterators being invalidated by destroy. - @mflerackers - Fixed broadphase event duplication on scene switch, causing repeated
broadphase object registrations, which resulted in a performance drop
(#1074) - @imaginarny, @mflerackers - Fixed broadphase objects cleared on scene switch including those with
stay()
(#1077) - @imaginarny, @mflerackers
What's Changed
- fix: only sync texture when needed by @dragoncoder047 in #1058
- feat: give sprite frame explicitly in pixels by @dragoncoder047 in #1061
- chore(deps-dev): bump vite from 7.1.12 to 7.3.2 by @dependabot[bot] in #1065
- examples: update flappy and pause menu by @imaginarny in #1073
- fix: broadphase event duplication on scene switch by @imaginarny in #1074
- fix: broadphase objects with stay cleared on scene switch by @imaginarny in #1077
- feat: add back no repack option, also minor speedup of repacker by @dragoncoder047 in #1062
- fix: add padding around edges of spritesheet to prevent stretch if uv ends up out of bounds by @dragoncoder047 in #1076
- fix: changed font scaling to fix loadSpriteAsFont by @dragoncoder047 in #1063
- fix: refresh packer for direct referenced sprites resolving by @dragoncoder047 in #1089
Full Changelog: 4000.0.0-alpha.27...4000.0.0-alpha.27.1