Releases
v3.1.0
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 Blitter
game object has been updated to use the List
structure instead of DisplayList
.
Arcade Physics World disableBody
has been renamed disableGameObjectBody
to 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 let
existed, which broke Image loading in Safari # (thanks Yat Hin Wong)
Added the static property Graphics.TargetCamera
was added back in which fixed Graphics.generateTexture
.
The SetHitArea Action now calls setInteractive
, fixing Group.createMultiple
when 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 Blitter
overwriting previous objects vertex data.
The Tile
game object tinting was fixed, so tiles now honor alpha values correctly.
The BitmapMask
would 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 name
property and corresponding setName
method.
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.
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