GitHub PushEvent at 2014-03-07 14:04:12
Repository: phaser
Actor: pixelpicosean
Payload: {"shas":[["02561173070d66dfe3f05d179b33a3ca9d2cfd81","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Preparing dev branch for 1.1.4","photonstorm",false],["2b99cb4be4fb9092bda80434027551b6c905809e","9a67ac918cc0b56099b20007dd508f35de1e810c@gmail.com","move TilemapLayer positioning/rendering to postUpdate to be in line with ‘normal’ Sprites.\nreverts e91d40b9fcee53c453f8d94253b6fea8014a1087 - fix was incorrect & regressed fixedToCamera Sprites’ & TilemapLayer positioning.\nFixes #237","Josh Shepard (jcs)",false],["f9ee9bfc0ebdd89c8317ab740cedddd1b98bcb12","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Merge pull request #239 from jcd-as/dev\n\nmove TilemapLayer positioning/rendering to postUpdate to be in line with...","Richard Davey",false],["3bfea2101a38bd12dd803e06b9453bf43b1aeab3","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Start of the Dragonfire game sample","photonstorm",false],["42c0bed502561e630dcf3a5247a9551bf8e75c8f","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Fixed World.scale and Group.scale.","photonstorm",false],["666df6745302962026bb4ebdf75a6ba0102e52ef","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Tidying up the wip folder and updating pixi.","photonstorm",false],["539dcdd18a1588a452d9e07028e234d09913a66e","9a67ac918cc0b56099b20007dd508f35de1e810c@gmail.com","move 'dirty' flag for Tilemap to a per-layer flag. Fixes #242","Josh Shepard (jcs)",false],["8f14483b60c20704442c6819db56c4c559603555","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Merge pull request #243 from jcd-as/dev\n\nmove 'dirty' flag for Tilemap to a per-layer flag. Fixes #242","Richard Davey",false],["c5c754725a6d65007ebe5114aab06ed8ab9d9a3d","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","* When a Sprite is destroyed any active filters are removed as well.\n* Updated Pixi.js so that removing filters now works correctly without breaking the display list.","photonstorm",false],["b978a2b73b02e6520be45e2de0450859eb5a3c35","1f96ad462706d6ebf532a6223deb5d06b130e6b3@gmail.com","Introduced a separate stage.fullScreenScaleMode property that is used to decide scaling when fullscreen.","John",false],["8469a9c51ed6d047cc832288f11ea3cea7fe8c67","1d572acbfa68c7c6e541c7b840d6b622e5c0dc91@cocoademon.com.au","Switch method of using trimmed sprites to support scaling and rotation","Cameron Foale",false],["b48669dded6bde391d9d9038fcd3c4017ecae746","1d572acbfa68c7c6e541c7b840d6b622e5c0dc91@cocoademon.com.au","Don’t test self-collisions","Cameron Foale",false],["f6712da77422bde61955aa26524280184fc27095","1d572acbfa68c7c6e541c7b840d6b622e5c0dc91@cocoademon.com.au","Switch Camera.setBoundsToWorld to match world.bounds instead of world","Cameron Foale",false],["2e11801f9f1a8c88ffffddd7bac96e5d90890547","1f96ad462706d6ebf532a6223deb5d06b130e6b3@gmail.com","Added a fix for fullscreen scaling in firefox.","John",false],["fe5fdb164cce7a3d663352d7aa1aed68dde30f6e","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Merge pull request #245 from oysterCrusher/dev\n\nIntroduced a separate stage.fullScreenScaleMode property.","Richard Davey",false],["eb3d8241caf20d3710529e09a46aa974616e9d92","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Merge pull request #250 from cocoademon/camera_bounds_fix\n\nSwitch Camera.setBoundsToWorld to match world.bounds instead of world","Richard Davey",false],["cd314cd03e175a2ab41a8d469c59e7c8e7b6554a","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Group.length now returns the number of children in the Group regardless of their exists/alive state, or 0 if the Group is has no children.","photonstorm",false],["ea3802a556fff45433743ee32d3b2496c421eebd","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Lots of new tilemap code in here. If your game relies on tilemaps then please don't update to this commit unless you want to help debugging!","photonstorm",false],["1f513a333ede16df7c209f09cc64ce8842a7c105","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Fixed an issue where passing null as the Group parent wouldn't set it to game.world as it should have (thanks tito100).\nContinued work on the tilemap collision - again, please don't use this version if you need working tilemaps.","photonstorm",false],["8e289e6b7cb4c8c508b88ed908943cbd8f5bfaba","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Mostly working, just need to apply a max overlap to avoid tunneling, although a ray would be better.","photonstorm",false]],"size":262,"ref":"refs/heads/master","head":"4f0c764b63d0de67fb998af0abddb6ab68214be1"}