GitHub PushEvent at 2014-06-10 23:49:08
Repository: phaser
Actor: pixelpicosean
Payload: {"shas":[["14e1f0fcc62e60d6ad39b16d1eb893948e2be539","a51dda7c7ff50b61eaea0444371f4a6a9301e501@watson-net.com","Render tilemap when camera outside of world bounds, layer wrapping\n\nPrior to this change, TilemapLayers always restricted themselves to\nrendering strictly within the world bounds. If the camera was allowed\nto go beyond the world bounds, then the tilemap would appear to stop\nscrolling once the camera hit the world edge. This allows the tilemap\nto continue scrolling, showing empty space beyond the edge of the map.\n\nAdditionally, when the new \"wrap\" parameter is true, the tilemap will\nrender its opposite edge in the empty space. This simulates the map as\nif it was the surface of a toroid (donut) rather than a flat plane.","John Watson",true],["622978fa77f0868f7fe812d74365ff9a3589b399","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Finally managed to get crop x/y/width/height working across all texture types. Needs optimising for the trim rect, but works.","photonstorm",true],["7836f3acd9d6c07b54815c4c46d8a103b110c587","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Added RandomDataGenerator.between (an alias for integerInRange)","photonstorm",true],["c0b3bd224ebbd5ae1d16ae58b39fa477eab44f76","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Removed the Pixi texture cache calls.","photonstorm",true],["ccd914620d7fdc54cd8512da3098e042ddc848ff","02e0a999c50b1f88df7a8f5a04e1b76b35ea6a88@ivins.id.au","Separate from TilemapLayer after custom callbacks.","Andrew Ivins",true],["a16cb3f5a25d220fce40d64b39961930fe0654ae","431ccda0da16c6838fc52ad56393529b5405b099@rotates.org","Added notes to overlap/collide regarding non-recursiveness\n\nMade it clear that the overlap and collide methods do not recursively check for collisions, i.e. in the case of being passed a Group containing other Groups or Tilemaps.","Lewis Lane",true],["b3baaba1a122cb100241d70e9da59acb7d9d6901","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","setFrame updates.","photonstorm",true],["ee5f6457c8152d547ae569c4ed56a320255a16ef","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Swapped to using escaped Unicode characters for the console output.","photonstorm",true],["38e971c819f575e1ee6374dd94e2f88578d38cfd","e60c4ac1de16100460daf2da3bd3144b7b832840@ifi.uio.no","Fix getPixel for pixels with zero red value.\n\nRemove an erroneous if that causes getPixel() to fail if the red value\nof the pixel is zero.\n\nFixes #881.","Lars Storjord",true],["6d10be6baa0389a3853adf9011aff944febbfa57","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","When creating a Sprite or Image using a texture atlas it would set the frame twice, once in loadTexture and once when the initial frame is set. This has been reduced down to just a single setting now.","photonstorm",true],["7c7d9153e6747c471c8699dd66a51cdadb72b1a5","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Sprite.crop (and Image.crop) has been completely overhauled. You can now crop animated sprites (sprite sheet and texture atlas), you can define the x/y crop offset and the crop rectangle is exposed in the Sprite.cropRect property.\nSprite.updateCrop is available if you wish to update an externally referenced crop rectangle.\nSprites and Images now have their own textures objects, they are no longer references to those stored in the global Pixi.TextureCache. This allows you to redefine the texture frame dynamically without messing up any other Sprites in your game, such as via cropping. They still share global Base Textures, so image references are kept to a minimum.\nSprite.resetFrame will revert the Sprites texture frame back to its defaults dimensions. This is called when you call Sprite.crop with no rectangle, to reset the crop effect, but can be userful in other situations so we've left it as a public method.","photonstorm",true],["b979243a8d71b6bb03151d135fb24493ddf7c868","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Removed the cacheKey parameters from the AnimationParser methods as they're no longer used.","photonstorm",true],["bf48b1a6c38f362e726b2097eb999859ae16b9a2","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Merge pull request #894 from lstor/dev\n\nFix getPixel for pixels with zero red value.","Richard Davey",true],["f433f20ca72b76c49d8a08b13f7791393d705888","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Merge pull request #892 from lewster32/patch-1\n\nAdded notes to overlap/collide regarding non-recursiveness","Richard Davey",true],["13700148fb14f26aea2dd9442c5fe739f5293ead","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Merge pull request #891 from aivins/issue890\n\nSeparate from TilemapLayer after custom callbacks.","Richard Davey",true],["78c4e62cfe1e344f6111650c6cecaae3055c1587","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","BitmapData.getPixel fix for pixels with zero red value (thanks @lstor fix #894)\nIf you call ArcadePhysics.collide on a Sprite vs. a Tilemap and provide a custom processCallback, the result was being ignored and the sprite was being separated regardless (thanks @aivins fix #891 #890)","photonstorm",true],["fddd1e9f7ad84bf6369603382c4aef107b372157","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","Merge pull request #851 from jotson/dev\n\nRender tilemap when camera outside of world bounds, layer wrapping","Richard Davey",true],["e923e230e01fdf6841f3bacccb202f11e9430ace","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","TilemapLayers can now be used with an unbounded camera (a camera that can move beyond the world boundaries). Currently, when an unbounded camera moves outside of the world, tilemaps start acting weird because they only render themselves strictly within the world limits. With this change, the tilemap will continue scrolling and show empty space beyond its edge (thanks @jotson #851)\n\nTilemapLayer.wrap property - if true the map is rendered as if it is on the surface of a toroid (donut) instead of a plane. This allows for games that seamlessly scroll from one edge to the opposite edge of the world without noticing the transition. Note that the World size must match the Map size (thanks @jotson #851)","photonstorm",true],["50e47d89ee2ff068f377e4c264f0435236591e65","4ec14923e6c9e0f99a654b79a8f2e9a548994804@gmail.com","ArcadePhysics.Body.setSize if you set offset x/y values previously and then passed zero values they would be ignored (thanks @casensiom fix #889)","photonstorm",true]],"size":19,"ref":"refs/heads/dev","head":"50e47d89ee2ff068f377e4c264f0435236591e65"}