changelog/v3/3.15/CHANGELOG-v3.15.md
Note: We are releasing this version ahead of schedule in order to make some very important iOS performance and input related fixes available. It does not contain the new Scale Manager or Spine support, both of which have been moved to 3.16 as they require a few more weeks of development.
maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081 (thanks @FrancescoNegri)Rectangle.SameDimensions determines if the two objects (either Rectangles or Rectangle-like) have the same width and height values under strict equality.{ enable: false } in its config to disable all the member bodies (thanks @samme)Body.setEnable is a new chainable method that allows you to toggle the enable state of an Arcade Physics Body (thanks @samme)KeyboardPlugin.resetKeys is a new method that will reset the state of any Key object created by a Scene's Keyboard Plugin.Pointer.wasCanceled is a new boolean property that allows you to tell if a Pointer was cleared due to a touchcancel event. This flag is reset during the next touchstart event for the Pointer.Pointer.touchcancel is a new internal method specifically for handling touch cancel events. It has the same result as touchend without setting any of the up properties, to avoid triggering up event handlers. It will also set the wasCanceled property to true.WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process (thanks jamespierce)RequestAnimationFrame.step and stepTimeout functions have been updated so that the new Frame is requested from raf before the main game step is called. This allows you to now stop the raf callback from within the game update or render loop. Fix #3952 (thanks @tolimeh)TileSprite.setFrame has had both the updateSize and updateOrigin arguments removed as they didn't do anything for TileSprites and were misleading.CameraManager.remove has a new argument runDestroy which, if set, will automatically call Camera.destroy on the Cameras removed from the Camera Manager. You should nearly always allow this to happen (thanks jamespierce)canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs (thanks @ivanpopelyshev)KeyboardPlugin.resetKeys is now called automatically as part of the Keyboard Plugin shutdown method. This means, when the plugin shuts down, such as when stopping a Scene, it will reset the state of any key held in the plugin. It will also clear the queue of any pending events.Touch Manager has been rewritten to use declared functions for all touch event handlers, rather than bound functions. This means they will now clear properly when the TouchManager is shut down.TOUCH_CANCEL which represents canceled touch events.pixelArt to true in your game config (or antialias to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas.setBlendMode to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083 (thanks @maximtsai)game.context property would be incorrectly set to null after the WebGLRenderer instance was created (thanks @samme)touchcancel event, such as triggered on iOS when activating an out of browser UI gesture, or in Facebook Instant Games when displaying an overlay ad. This should prevent issues with touch input becoming locked on iOS specifically. Fix #3756 (thanks @sftsk @sachinhosmani @kooappsdevs)