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Version 3.86 - Aoi - 11th October 2024
Updates
RenderTarget.initis a new method that will create the underlying framebuffer and texture for a Render Target. This is called in the constructor only, avoiding the need to call theresizemethod.Phaser.GameObjects.Container#tempTransformMatrixhas been removed. This was an internal private Transform Matrix. It has been replaced by a global single matrix that is used instead. This removes the need for every Container to have its own instance of this temporary matrix, reducing object allocation and memory overhead.BaseCamera.renderRoundPixelsis a new read-only property that is set during the CamerapreRendermethod every frame. It is true if the Camera is set to render round pixels and the zoom values are integers, otherwise it is false. This is then fed into the MultiPipeline when rendering sprites and textures.
Bug Fixes
- The Canvas Renderer and WebGL Multi Pipeline now uses the new 
renderRoundPixelsboolean to determine if it can render a Sprite or a Texture with rounded position values, or not. This fixes an issue where black lines would appear between tightly grouped sprites or tiles at non-integer Camera zoom values. Fix #6907 (thanks @MarcJamesIO) RenderTarget.resizewill now check theautoResizeproperty before applying the change. Textures that have been locked to a fixed size, such as FX POT buffers, will no longer be resized to the full canvas dimensions, causing Out of Memory errors on some mobile devices. Fix #6914 (thanks @mikaleerhart @DavidTalevski)- The 
Array.MoveAbovefunction didn't recalculate the baseIndex after the splice, meaning the item would end up in the wrong location. - The 
HexagonalTileToWorldXYfunction incorrectly usedthisinstead oflayercausing it to error in hex tilemaps with x axis staggering. Fix #6913 (thanks @jummy123) - The 
TextGame Object could truncate the length of the Text whensetLetterSpacingwas used. Fix #6915 (thanks @monteiz @rexrainbow) - The 
EXPANDScale Mode would cause the error "Framebuffer status: Incomplete Attachment" under WebGL if the Phaser game loaded into an iframe or element with a size of 0 on either axis, such as when you load the game into a 0x0 iframe before expanding it. It now protects against divide by zero errors. - The 
RenderTarget.willResizemethod will now check if the values given to it are actually numbers. If not it will return false. 
Examples, Documentation, Beta Testing and TypeScript
Thanks to the following for helping with the Phaser Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@thompson318