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Releases: pixijs/pixijs

v8.0.0-rc.10

20 Feb 18:39
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v8.0.0-rc.9...v8.0.0-rc.10

🎁 Added

  • Feat: Add number setters for anchor/scale/pivot points by @Zyie in #10214

🐛 Fixed

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v8.0.0-rc.9

08 Feb 16:35
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v8.0.0-rc.9 Pre-release
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v8.0.0-rc.8...v8.0.0-rc.9

🔥 Breaking

For users who have migrated to v8, this release includes two important breaking changes. While we aimed to avoid disruptions post the first RC, we feel these two changes are important enough to correct before the final release.

We appreciate your understanding.

  • Breaking: split Text back into Text, BitmapText, and HTMLText by @GoodBoyDigital in #10191

    In the pursuit of simplifying the API in v8, we initially attempted to create a unified Text class capable of handling all rendering modes supported by PixiJS. This approach aimed to streamline usage for developers. However, as we progressed with the release, we encountered scenarios where reconciling differences between render modes proved challenging. It became evident that some variables on the Text class needed to be specific to certain render modes.

    In light of these challenges, we made the decision to revert to the v7 approach, reintroducing separate classes for Text, BitmapText, and HTMLText.

    Old:

    const canvasText = new Text({
      text: 'hello',
      style: {},
      renderMode: 'canvas'
    })
    
    const bitmapText = new Text({
      text: 'hello',
      style: {},
      renderMode: 'bitmap'
    })
    
    const htmlText = new Text({
      text: 'hello',
      style: {},
      renderMode: 'html'
    })

    New:

    const canvasText = new Text({
      text: 'hello',
      style: {},
    })
    
    const bitmapText = new BitmapText({
      text: 'hello',
      style: {},
    })
    
    const htmlText = new HTMLText({
      text: 'hello',
      style: {},
    })
  • Breaking: remove BitmapFontManager.install for BitmapFont.install by @GoodBoyDigital in #10191

    In this release, we've reverted to the v7 method of installing bitmap fonts using BitmapFont.install. We've decided to keep BitmapFontManager as an internal component of PixiJS and will no longer expose it.

    As a result, BitmapFontManager.install is deprecated in this version and will be removed in the next release.

    Old:

    BitmapFontManager.install()
    BitmapFontManager.uninstall()

    New:

    BitmapFont.install()
    BitmapFont.uninstall()

🐛 Fixed

v8.0.0-rc.8

06 Feb 16:35
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v8.0.0-rc.8 Pre-release
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v8.0.0-rc.7...v8.0.0-rc.8

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v8.0.0-rc.7

02 Feb 20:05
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v8.0.0-rc.7 Pre-release
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v8.0.0-rc.6...v8.0.0-rc.7

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v7.4.0

27 Jan 00:17
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v7.3.3...v7.4.0

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v8.0.0-rc.6

26 Jan 16:10
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v8.0.0-rc.6 Pre-release
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v8.0.0-rc.5...v8.0.0-rc.6

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v8.0.0-rc.5

19 Jan 10:44
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v8.0.0-rc.5 Pre-release
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v8.0.0-rc.4...v8.0.0-rc.5

🔥 Breaking

  • Breaking: smarter geometry attributes by @GoodBoyDigital in #10118

    • This PR renamed shaderLocation to location

    Old:

      const geometry = new Geometry({
          attributes: {
              aPosition: {
                  buffer:[-100, -50, 100, -50, 0, 100],
                  shaderLocation:0,
                  format: 'float32x2',
              },
              aColor: {
                  buffer:[1, 0, 0, 0, 1, 0, 0, 0, 1],
                  shaderLocation:1,
                  format: 'float32x3',
              }
          },
      })

    New:

      const geometry = new Geometry({
          attributes: {
              aPosition: {
                  buffer:[-100, -50, 100, -50, 0, 100],
                  location:0,
                  format: 'float32x2',
              },
              aColor: {
                  buffer:[1, 0, 0, 0, 1, 0, 0, 0, 1],
                  location:1,
                  format: 'float32x3',
              }
          },
      })

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v8.0.0-rc.4

15 Jan 11:20
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v8.0.0-rc.4 Pre-release
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v8.0.0-rc.3...v8.0.0-rc.4

🔥 Breaking

  • Breaking: load svgs as texture instead of graphics by default by @Zyie in #10091
    • The new default for Assets.load('logo.svg') will be to return a Texture instead of a GraphicsContext
      We have made this decision because currently our svg parser does not handle all the edge cases, resulting in broken looking graphics. By making this change you will always receive a texture that looks like the svg you are trying to load

      If you want the old behavior there are a couple of ways to do so

     const context = Assets.load<GraphicsContext>({ src: 'logo.svg' data: { parseAsGraphicsContext: true } });
     const graphics = new Graphics(context);
     // or if you already have the svg string you can create it directly
     const graphics = new Graphics().svg('<svg>...</svg>');

🎁 Added

🐛 Fixed

  • Fix: issues with TextStyle getter/setters and BitmapText default fill by @Zyie in #10095
  • Fix: graphics destroy, drawing regular polygon, and setting render group parent by @GoodBoyDigital in #10099
  • Fix: Use GpuProgram.from to prevent shaders being compiled separately in filters by @minetoblend in #10113
  • Fix: stencil issue with nested renderGroups and bounds caching issue by @GoodBoyDigital in #10107
    Fix: types for anchor and tiling sprite transforms by @Zyie in #10103

🧹 Chores

v8.0.0-rc.3

10 Jan 09:00
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v8.0.0-rc.3 Pre-release
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v8.0.0-rc.2...v8.0.0-rc.3

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v8.0.0-rc.2

08 Jan 10:52
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v8.0.0-rc.2 Pre-release
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v8.0.0-rc.1...v8.0.0-rc.2

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