GameObjects.DOMElement.pointerEvents
is a new property that allows you to set the pointerEvents
attribute on the DOM Element CSS. This is auto
by default and should not be changed unless you know what you're doing.Core.Config.domPointerEvents
is a new config property set via dom: { pointerEvents }
within the Game Config that allows you to set the pointerEvents
css attribute on the DOM Element container.RenderTexture.endDraw
method has a new optional boolean erase
which allows you to draw all objects in the batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn.GraphicsPipeline
have now been merged with the MultiPipeline
, these include batchFillRect
, batchFillTriangle
, batchStrokeTriangle
, batchFillPath
, batchStrokePath
and batchLine
. The Graphics Game Object and all of the Shape Game Objects have been updated to use the new Multi Pipeline. This means that drawing Sprites and Graphics / Shapes will all batch together again. Fix #5553 #5500 (thanks @venarius @roberthook823)Container.moveAbove
is a new method that will move a Game Object above another in the same Container (thanks @rexrainbow)Container.moveBelow
is a new method that will move a Game Object below another in the same Container (thanks @rexrainbow)List.moveAbove
is a new method that will move a Game Object above another in the same List (thanks @rexrainbow)List.moveBelow
is a new method that will move a Game Object below another in the same List (thanks @rexrainbow)MeasureText
function, as used by Text Game Objects, has had its performance enhanced by removing a duplicate image data check and also now checks for metrics properties correctly (thanks @valadaptive)WebGLShader.setUniform1
has a new optional boolean parameter skipCheck
which will force the function to set the values without checking against the previously held ones.WebGLShader.setUniform2
has a new optional boolean parameter skipCheck
which will force the function to set the values without checking against the previously held ones.WebGLShader.setUniform3
has a new optional boolean parameter skipCheck
which will force the function to set the values without checking against the previously held ones.WebGLShader.setUniform4
has a new optional boolean parameter skipCheck
which will force the function to set the values without checking against the previously held ones.WebGLShader.set1fv
, set2fv
, set3fv
, set4fv
, set1iv
, set2iv
, set3iv
, set4iv
, setMatrix2fv
, setMatrix3fv
and setMatrix4fv
methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670 (thanks @telinc1)Mesh
Game Object would incorrectly cull faces if the Scene Camera scrolled. It now calculates the cull correctly, regardless of camera world position, zoom or rotation. Fix #5570 (thanks @hendrikras)Math.ToXY
will now return an empty Vector 2 if the index is out of range, where before it would return the input Vector2 (thanks @Trissolo)UpdateList.shutdown
method will now remove the PRE_UPDATE
handler from the ProcessQueue correctly (thanks @samme)key
value from it (thanks @mattjennings)GameObjectFactory.existing
method will now accept Layer
as a TypeScript type. Fix #5642 (thanks @michal-bures)Input.Pointer.event
property can now be a WheelEvent
as well.addToRenderList
before leaving the render method, fixing an issue with Container Input. Fix #5506 (thanks @vforsh @rexrainbow)Game.postBoot
callback was never being invoked due to an incorrect internal property setter. Fix #5689 (thanks @sebastianfast)Light
Game Object didn't set the shader uniforms correctly, causing it to appear to ignore image rotation with normal maps. Fix #5660 (thanks @sroboubi @telinc1)My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@x-wk @samme @trynx @Palats @supertorpe @Pixelguy @Fractal @halgorithm @Golden @H0rn0chse @EmilSV @Patapits @karbassi