StateManager.start can now have as many parameters as you like. The order is: start(key, clearWorld, clearCache, ...) - they are passed to State.init() (NOT create!)
Sorry, removing console.logs :)
Phaser.StageScaleMode has been renamed to ScaleManager and moved from the system folder to the core folder. It's still available under game.scale.
If your game references the old Phaser.StageScaleMode consts like SHOW_ALL you need to update them to Phaser.ScaleManager, i.e. Phaser.ScaleManager.SHOW_ALL.
All of the Project Templates have been updated to reflect the above change.
Fixed documentation error.
Fixed Fullscreen example and State preloading.
ScaleManager has 2 new events: ScaleManager.enterFullScreen and ScaleManager.leaveFullScreen, so you can respond to fullscreen changes directly.
Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors (fixes #232)
Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors (fixes #232)
Fullscreen mode now works in Internet Explorer and uses the new fullscreen non-prefix call.
New build.
StateManager fixes for when you change state in the create function.
TilemapLayer update for WebGL.
Fixed TilemapParser - would spit out a tileset warning if margin/spacing were set (fix #485, thanks Cybolic)
AnimationParser.spriteSheet wasn't taking the margin or spacing into account when calculating the numbers of sprites per row/column, nor was it allowing for extra power-of-two padding at the end (fix #482, thanks yig)
AnimationManager.add documentation said that 'frames' could be null, but the code couldn't handle this so it defaults to an empty array if none given (thanks yig)
Also updated TypeScript definitions and StateManager.add docs.
Loader.script now has callback (and callbackContext) parameters, so you can specify a function to run once the JS has been injected into the body.
Updated p2
Fixed issue stopping SoundManager.volume from working correctly on a global volume basis (fix # 488)
Add missing spaces in CONTRIBUTING.md
The Timer will no longer create negative ticks during game boot, no matter how small the Timer delay is (fixes #366)
Phaser.Timer will no longer resume if it was previously paused and the game loses focus and then resumes (fixes #383)
Phaser.Timer.stop has a new parameter: clearEvents (default true), if true all the events in Timer will be cleared, otherwise they will remain (fixes #383)