Thank you to everyone who has been helping test Phaser 4. As we've worked through both your findings and our own tests we identified some further issues that needed resolving, to ensure it's as stable as it can possibly be. On that front, we bring you Release Candidate 2. This version resolves all reported issues so far and will likely form the final build.
Here are the changes in this version:
New Features
RenderConfig#renderNodes
allows you to add render nodes at game boot.ShaderQuadConfig#initialUniforms
lets you initialize a Shader with uniforms on creation.Shader#setUniform(name, value)
lets you set shader program uniforms just once, instead of putting them all into thesetupUniforms()
method, where some uniforms might be set redundantly after init. This wrapsShader#renderNode.programManager.setUniform
.
Changes
TextureManager#addDynamicTexture
now hasforceEven
parameter.
Fixes
- Fix parent transform on filtered objects (e.g. masks inside containers).
- Fix camera shake.
- Add typedefs for the
{ internal, external }
structure ofCamera#filters
(andGameObject#filters
). - Fix
FilterList#addMask
docs. - In Layer and Container objects, use that object's children for the
displayList
passed toRenderWebGLSteps
. - Fix positioning of Group members and offset objects in
DynamicTexture#draw
. - Fix Shadow filter direction.
You can test v4 RC2 now in the Phaser Sandbox, or download it from GitHub or npm using the beta
tag.
If you do find any bugs, please report them on GitHub.