diff --git a/CHANGELOG.md b/CHANGELOG.md index 9f74780853..0dbdd2f347 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -156,14 +156,13 @@ You can find the source for Camera 3D in the new `plugins/camera3d` folder, alon ### Updates -* The Camera class has been split into two: `BaseCamera` which contains all of the core Camera functions and properties, and would serve as a great base for you to extend for your own custom Cameras, and `Camera` which is the same name space as previously. `Camera` extends the Base Camera and adds in follower support and the Special Effects. You don't need to update your code, even if currently extending a Camera, as they work the same as before. +* The Camera class has been split into two: `BaseCamera` which contains all of the core Camera functions and properties, and would serve as a great base for you to extend for your own custom Cameras, and `Camera` which is the same class name as previously. `Camera` extends the Base Camera and adds in follower support and the Special Effects. You don't need to update your code, even if currently extending a Camera, as they work the same as before. * `Camera.x` and `Camera.y` have been turned into getters / setters, mapped to the internal private values `_x` and `_y` respectively. This is so that setting the Camera viewport position directly will now update the new internal resolution calculation vars too. * `Camera.setScene` will now set the Cameras `resolution` property at the same time and update the internal viewport vars. * The `Cull Tiles` method used by the Dynamic Tilemap Layer has had a nice and significant optimization. It will now use the cull area dimensions to restrict the amount of tile iteration that takes place per layer, resulting in dramatic reductions in processing time on large layers, or multiple layers (thanks @tarsupin) * `GameObject.willRender` now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases. * The file type loader `HTML` has been renamed to `HTMLTexture`. If you were using this then please change your calls from `load.html` to `load.htmlTexture`. The arguments remain the same. -* The `setBlendMode` method in the WebGL Renderer now returns a boolean. True if a new blend mode was set, otherwise false. Previously in returned a reference to the renderer instance. -* The `load.html` method has been renamed to `load.htmlTexture`. +* The `setBlendMode` method in the WebGL Renderer now returns a boolean. True if a new blend mode was set, otherwise false. Previously it returned a reference to the renderer instance. * The method `batchVertices` in the TextureTintPipeline has been renamed to `batchQuad` which more accurately describes what it does. * In ArcadePhysics `Body.setSize` you can now choose to not pass width and height values to the method. If you do this it will check to see if the parent Game Object has a texture frame, and if so, it will use the frame sizes for the Body dimensions (thanks @tarsupin) * `PluginCache.destroyCorePlugins` will remove all core plugins from the cache. Be very careful calling this as Phaser cannot restart or create any new Scenes once this has been called.