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Phaser CE v2.7.8

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@photonstorm photonstorm released this 08 May 14:26
· 1611 commits to master since this release

Version 2.7.8 - 8th May 2017

New Features

Updates

  • Removed the upper limit of 12 for Phaser.Loader#maxParallelDownloads. The default value is still 4. Most browsers limit parallel connections to 6 per domain. Older IE and Android browsers may suffer with a value above 4 (#170).
  • Arcade Physics Bodies no longer receive angular motion updates while they have allowRotation disabled, as this was unnecessary.
  • Phaser.Text#align can now be set in any case or mix of cases (e.g., 'left', 'Left', 'LEFT').
  • Phaser CE API now shows a synopsis like the Phaser 2.6 docs. You can still find the complete README on GitHub.
  • Updated ScaleManager docs.
  • Clarified gid argument in Phaser.Tilemap#createFromObjects. It can represent an object's gid, id, or name.
  • Clarified Phaser.Image's use of the Animation component (#185). Images can be animated the same way Sprites can.

Bug Fixes

  • Fixed an issue where Sprites sharing the same texture were distorted or hidden when a WebGLFilter was applied (#39, #153, #154).
  • Fixed a 'memory exhausted' error in PIXI.PixiFastShader when compiling shaders with multiTexture enabled.
  • Fixed a TypeError in PIXI.WebGLGraphics when trying to render a Graphics object with a missing WebGL context (#178)
  • Fixed a ReferenceError in PIXI.WebGLRenderer when running Phaser in ES5 strict mode.
  • Fixed some Typescript definitions (#167).
  • Phaser now correctly sets a Creature's anchor point (as set in Creature editor) when a creature mesh is loaded.
  • Fixed CreatureManager#CreateAllAnimations crashing in Chrome.

Thanks

@aaronransley, @andrewjb123, @Cryt1c, @goldfire, @gre, @LandonSchropp, @NickH-nz, @noseglid, @photonstorm, @samme, @tanquetav, @vantreeseba, @vpmedia, @Xan0C