silver-fang-mini-game/node_modules/phaser/changelog/3.1.1/CHANGELOG-v3.1.1.md

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2024-10-27 19:54:14 +02:00
# Phaser 3 Change Log
## Version 3.1.1 - Onishi - 20th February 2018
### Updates
* The entire codebase now passes our eslint config (which helped highlight a few errors), if you're submitting a PR, please ensure your PR passes the config too.
* The Web Audio Context is now suspended instead of closed to allow for prevention of 'Failed to construct AudioContext: maximum number of hardware contexts reached' errors from Chrome in a hot reload environment. We still strongly recommend reusing the same context in a production environment. See [this example](http://labs.phaser.io/view.html?src=src%5Caudio%5CWeb%20Audio%5CReuse%20AudioContext.js) for details. Fixes #3238 (thanks @z0y1 @Ziao)
* The Webpack shell plugin now fires on `onBuildExit`, meaning it'll update the examples if you use `webpack watch` (thanks @rblopes)
* Added `root: true` flag to the eslint config to stop it scanning further-up the filesystem.
### Bug Fixes
* Math.Fuzzy.Floor had an incorrect method signature.
* Arcade Physics World didn't import GetOverlapX or GetOverlapY, causing `separateCircle` to break.
* TileSprite was missing a gl reference, causing it to fail during a context loss and restore.
* The Mesh Game Object Factory entry had incorrect arguments passed to Mesh constructor.
* Removed unused `_queue` property from `ScenePlugin` class (thanks @rblopes)
* The variable `static` is no longer used in Arcade Physics, fixing the 'static is a reserved word' in strict mode error (thanks @samme)
* Fixed `Set.union`, `Set.intersect` and `Set.difference` (thanks @yupaul)
* The corner tints were being applied in the wrong order. Fixes #3252 (thanks @Rybar)
* BitmapText objects would ignore calls to setOrigin. Fixes #3249 (thanks @amkazan)
* Fixed a 1px camera jitter and bleeding issue in the renderer. Fixes #3245 (thanks @bradharms)
* Fixed the error `WebGL: INVALID_ENUM: blendEquation: invalid mode.` that would arise on iOS. Fixes #3244 (thanks @Ziao)
* The `drawBlitter` function would crash if `roundPixels` was true. Fixes #3243 (thanks @Jerenaux and @vulcanoidlogic)