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v8.0.0-rc.4

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@Zyie Zyie released this 15 Jan 11:20
· 453 commits to dev since this release

ℹ️ INFO

If you have any questions or issues we are actively monitoring our discord and github issues!

💾 Download

Development Build:

Production Build:

Documentation:

Changed

v8.0.0-rc.3...v8.0.0-rc.4

🔥 Breaking

  • Breaking: load svgs as texture instead of graphics by default by @Zyie in #10091
    • The new default for Assets.load('logo.svg') will be to return a Texture instead of a GraphicsContext
      We have made this decision because currently our svg parser does not handle all the edge cases, resulting in broken looking graphics. By making this change you will always receive a texture that looks like the svg you are trying to load

      If you want the old behavior there are a couple of ways to do so

     const context = Assets.load<GraphicsContext>({ src: 'logo.svg' data: { parseAsGraphicsContext: true } });
     const graphics = new Graphics(context);
     // or if you already have the svg string you can create it directly
     const graphics = new Graphics().svg('<svg>...</svg>');

🎁 Added

🐛 Fixed

  • Fix: issues with TextStyle getter/setters and BitmapText default fill by @Zyie in #10095
  • Fix: graphics destroy, drawing regular polygon, and setting render group parent by @GoodBoyDigital in #10099
  • Fix: Use GpuProgram.from to prevent shaders being compiled separately in filters by @minetoblend in #10113
  • Fix: stencil issue with nested renderGroups and bounds caching issue by @GoodBoyDigital in #10107
    Fix: types for anchor and tiling sprite transforms by @Zyie in #10103

🧹 Chores