changelog/v3/3.21/CHANGELOG-v3.21.md
mipmapFilter property, which is a string, such as 'NEAREST_MIPMAP_NEAREST'. Or, you can set the new WebGLRenderer.mipmapFilter property to a valid GLenum. If you set it on the renderer, it will only impact any textures loaded after it has been set, so do so in your Scene init method if you want it to be used for textures you're about to load. By changing the mipmap level you can drastically improve the quality when reducing large textures. Please note, due to WebGL1 limitations, this only works on power-of-two sized textures. It also works on textures created from Canvas, Videos or RenderTextures.BitmapText.setMaxWidth is a new method that allows you to set a maximum width (in pixels) for the BitmapText to take up when rendering. Lines of text longer than maxWidth will be wrapped, based on whitespace, to the next line. This allows you to do word-wrapping on BitmapText objects, something only previously possible on Text objects.BitmapText.wordWrapCharCode is a new property that works with setMaxWidth that allows you to control which character code causes a line-wrap. By default it is 32 (a space character).ArcadePhysics.closest now has an optional targets argument. The targets can be any Arcade Physics Game Object, Body or Static Body and it will return only the closet target from those given (thanks @samme)ArcadePhysics.furthest now has an optional targets argument. The targets can be any Arcade Physics Game Object, Body or Static Body and it will return only the furthest target from those given (thanks @samme)Tilemaps.Parsers.Tiled.CreateGroupLayer is a new function that parses a Tiled group layer and adds in support for Tiled layer groups (introduced in Tiled 1.2.0). Feature #4099 (thanks @Babeetlebum @Olliebrown)Tilemap.getImageLayerNames is a new method that returns a list of all valid imagelayer names loaded in the Tilemap (thanks @Olliebrown)Tilemap.getObjectLayerNames is a new method that returns a list of all valid objectgroup names loaded in the Tilemap (thanks @Olliebrown)Tilemap.getTileLayerNames is a new method that returns a list of all valid tilelayer names loaded in the Tilemap (thanks @Olliebrown)forceSetTimeOut is set to true in the Game Config, you can now set the target frame rate by setting the fps.target value (thanks @pavels)Math.MIN_SAFE_INTEGER is a new math const that stores the minimum safe integer for browsers that don't provide this, such as IE (thanks @jronn)Math.MAX_SAFE_INTEGER is a new math const that stores the maximum safe integer for browsers that don't provide this, such as IE (thanks @jronn)KeyCodes.NUMPAD_ADD has been added to the keycodes list (thanks @Martin-Antonov)KeyCodes.NUMPAD_SUBTRACT has been added to the keycodes list (thanks @Martin-Antonov)Video.removeVideoElementOnDestroy is a new boolean property that allows you to control if the Video element is removed from the DOM when the Video Game Object is destroyed.Actions.SetScrollFactor is a new Action that will set the scroll factor on an array of Game Objects, including stepped incremental changes per item (thanks @rexrainbow)Actions.SetScrollFactorX is a new Action that will set the horizontal scroll factor on an array of Game Objects, including stepped incremental changes per item (thanks @rexrainbow)Actions.SetScrollFactorY is a new Action that will set the horizontal scroll factor on an array of Game Objects, including stepped incremental changes per item (thanks @rexrainbow)Group config object now supports use of the setScrollFactor property to set the value on each child of the Group (thanks @rexrainbow)Group.propertyValueSet is a new method that sets a given property on each Group member (thanks @rexrainbow)Group.propertyValueInc is a new method that adds an amount to a given property on each Group member (thanks @rexrainbow)Group.setX is a new method that sets the x coordinate on each Group member (thanks @rexrainbow)Group.setY is a new method that sets the y coordinate on each Group member (thanks @rexrainbow)Group.setXY is a new method that sets the x and y coordinate on each Group member (thanks @rexrainbow)Group.incX is a new method that increments the x coordinate on each Group member (thanks @rexrainbow)Group.incY is a new method that increments the y coordinate on each Group member (thanks @rexrainbow)Group.incXY is a new method that increments the x and y coordinate on each Group member (thanks @rexrainbow)Group.shiftPosition is a new method that iterates the Group members and shifts the position of each to the previous members position (thanks @rexrainbow)Group.angle is a new method that sets the angle property on each Group member (thanks @rexrainbow)Group.rotate is a new method that sets the rotation property on each Group member (thanks @rexrainbow)Group.rotateAround is a new method that rotates each Group member around the given point, by the given angle (thanks @rexrainbow)Group.rotateAroundDistance is a new method that rotates each Group member around the given point, by the given angle and distance (thanks @rexrainbow)Group.setAlpha is a new method that sets the alpha property on each Group member (thanks @rexrainbow)Group.setTint is a new method that sets the tint property on each Group member (thanks @rexrainbow)Group.setOrigin is a new method that sets the origin property on each Group member (thanks @rexrainbow)Group.scaleX is a new method that sets the x scale on each Group member (thanks @rexrainbow)Group.scaleY is a new method that sets the y scale on each Group member (thanks @rexrainbow)Group.scaleXY is a new method that sets the x and y scale on each Group member (thanks @rexrainbow)Group.setBlendMode is a new method that sets the blend mode on each Group member (thanks @rexrainbow)Group.setHitArea is a new method that passes all Group members to the Input Plugin to enable them for input (thanks @rexrainbow)Group.shuffle is a new method that shuffles all of the Group members in place (thanks @rexrainbow)Group.setVisible is a new method that sets the visible state on each Group member (thanks @rexrainbow)WebAudioSoundManager.setAudioContext is a new method that allows you to set the Sound Manager Audio Context to a different context instance. It will also disconnect and re-create the gain nodes on the new context.Group.type is a new property that holds a string-based name of the Game Object type, as with other GO's (thanks @samme)Arade.Group.type is a new property that holds a string-based name of the Game Object type, as with other GO's (thanks @samme)Arcade.StaticGroup.type is a new property that holds a string-based name of the Game Object type, as with other GO's (thanks @samme)ArcadePhysics.overlapCirc is a new method that allows you to return an array of all Arcade Physics bodies that overlap with the given circular area of the world. It can return either dynamic or static bodies, or a mixture of both (thanks @samme)Curve.getPoints can now take an optional array as the 3rd parameter in which to store the points results (thanks @rexrainbow)Line.arcLengthDivisions now overrides the default Curve value and is set to 1 to optimize the amount of points returned for a Line curve (thanks @rexrainbow)ArcadePhysics.closest will now no longer ever return the source in the target results (thanks @samme)ArcadePhysics.furthest will now no longer ever return the source in the target results (thanks @samme)RequestAnimationFrame.target is a new property that controls the fps rate (in ms) when setTimeout is used (thanks @pavels)WebAudioSoundManager.unlock method will now listen for keydown events in order to unlock the Audio Context, as well as touch and pointer events, making it more accessible (thanks Nick Tipping)requestAnimationFrame polyfill no longer expects a Browserify environment and uses window through-out, it also no longer adds in the same as performance.now does.BitmapText.getTextBounds didn't reset the dirty flag, causing the GetBitmapTextSize function to be called every time the Bitmap Text was rendered. With enough text objects on-screen this could negatively impact performance. The flag is now reset every time the bounds are recalculated.Game.destroy() had no effect and the game kept on running. Now it destroys itself properly. Fix #4804 (thanks @samme)DOM.GetScreenOrientation was returning the wrong consts from the Scale Manager (thanks @jcyuan)Input.enableDebug on Game Objects it would not render the debug graphic correctly if the hit area had been offset. It now adjusts the debug correctly for all common hit-area geometry types. Fix #4722 (thanks @HaoboZ @Olliebrown)Input.dragDistanceThreshold was not working correctly since 3.18, snapping to the wrong drag state unless the time threshold was also set. Fix #4667 (thanks @muliawanw @Olliebrown)Tilemap.convertLayerToStatic would throw an error when used multiple times, due to an error with the layer index count. Fix #4737 (thanks @Olliebrown @Vegita2)Tween class now uses a cached MAX_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn)StaggerBuilder class now uses a cached MAX_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn)Rectangle.FromPoints function now uses a cached MIN_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn)Video class now uses a cached MIN_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn)Path class now uses a cached MIN_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn)Video.destroy has been renamed to Video.preDestroy, so that it now destroys properly like all other Game Objects. Fix #4821 (thanks @rexrainbow)HTMLVideoElement before creating one (thanks @jcyuan)DOM.GetScreenOrientation functions would return out-dated consts (thanks @jcyuan)TileSprite.setTexture or setFrame, if the new frame size didn't match the old one, the new fill pattern would become distorted and the potWidth and potHeight values would be incorrect.onStart would miss the first parameter when the callback was invoked. Fix #4810 (thanks @samme)My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
@samme (for contributing loads of new Arcade Physics examples) @dranitski @jcyuan @RollinSafary @ilyaryabchinski @jsoref @jcyuan @ghclark2