v8.0.0-rc.4
Pre-release
Pre-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:
- https://pixijs.download/v8.0.0-rc.4/docs/index.html
- Note: Documentation is still a WIP
Changed
🔥 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 aTexture
instead of aGraphicsContext
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 loadIf 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
- Feat: add ability to handle context loss in WebGL by @GoodBoyDigital in #10094
- Feat: add clear function to renderer by @GoodBoyDigital in #10104
🐛 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
- Chore: only add the artifacts if they fail by @GoodBoyDigital in #10101
- Chore: split CI into multiple workflows by @Zyie in #10109
- Chore: only add the artifacts if they fail by @GoodBoyDigital in #10101