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Updated change log
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photonstorm committed Apr 12, 2023
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2 changes: 1 addition & 1 deletion changelog/3.60/Animation.md
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Expand Up @@ -24,4 +24,4 @@ Return to the [Change Log index](CHANGELOG-v3.60.md).

Return to the [Change Log index](CHANGELOG-v3.60.md).

📖 Read the [Phaser 3 API Docs](https://newdocs.phaser.io/) 💻 Browse 2000+ [Code Examples](https://labs.phaser.io) 🤝 Join the awesome [Phaser Discord](https://discord.gg/phaser).
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2 changes: 2 additions & 0 deletions changelog/3.60/ArcadePhysics.md
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---------------------------------------

Return to the [Change Log index](CHANGELOG-v3.60.md).

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2 changes: 2 additions & 0 deletions changelog/3.60/BitmapTextGameObject.md
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---------------------------------------

Return to the [Change Log index](CHANGELOG-v3.60.md).

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2 changes: 2 additions & 0 deletions changelog/3.60/Build.md
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---------------------------------------

Return to the [Change Log index](CHANGELOG-v3.60.md).

📖 Read the [Phaser 3 API Docs](https://newdocs.phaser.io/) 💻 Browse 2000+ [Code Examples](https://labs.phaser.io) 🤝 Join the awesome [Phaser Discord](https://discord.gg/phaser)
25 changes: 14 additions & 11 deletions changelog/3.60/CHANGELOG-v3.60.md
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Expand Up @@ -6,24 +6,24 @@ This should make it easier for you to browse the changes and find the informatio

## New Features

These are the headliner new features in this release:
These are the headliner features in this release:

* [Built-in Spector JS](Spector.md) for WebGL debugging on desktop and mobile
* New and improved [Video Game Object](VideoGameObject.md)
* New [Timeline Sequencer](Timeline.md)
* [ESM Module Support](ESMSupport.md)
* Built-in [Special FX](FX.md) including Bloom, Blur, Distort and more
* Support for [Spatial Audio](SpatialSound.md)
* New [Spine 4 Plugin](Spine4.md)
* 14 bundled [Special FX](FX.md) including Bloom, Blur, Distort and more
* Vastly improved [Mobile Rendering Performance](MobilePerformance.md) - our fastest release ever
* New [Timeline Sequencer](Timeline.md) for creating complex flows of events
* New [Plane Game Object](PlaneGameObject.md) for perspective distortions
* New [Nine Slice Game Object](NineSliceGameObject.md) for perfect UI scaling
* Support for [Compressed Textures](CompressedTextures.md)
* Brand new [Particle Emitter](ParticleEmitter.md) system with loads of new features
* [Built-in Spector JS](Spector.md) for WebGL debugging on desktop and mobile
* Brand new [Video Game Object](VideoGameObject.md) for videos and media streams
* Brand new [Particle Emitter](ParticleEmitter.md) with stacks of new features
* Support for [Spatial Audio](SpatialSound.md) and distance based volume
* New [Spine 4 Plugin](Spine4.md)
* Upgraded to [Matter Physics v0.19](MatterPhysics.md)
* New [Tween Manager](TweenManager.md) for better performance and memory management
* New [Dynamic Textures](DynamicTextures.md) for rendering to textures at runtime
* Vastly improved [WebGL Renderer](WebGLRenderer.md) mobile performance and other updates and pipeline changes
* New [TimeStep features and Timer Event Updates](Timestep.md) for enforcing fps rates and more
* Support for [Compressed Textures](CompressedTextures.md)
* [ESM Module Support](ESMSupport.md)

## System and Plugins

Expand All @@ -34,6 +34,7 @@ Pick any of the following sections to see the breaking changes, new features, up
* [Bitmap and Geometry Masks](Masks.md)
* [Camera System](Camera.md)
* [Canvas Renderer](CanvasRenderer.md)
* [WebGL Renderer](WebGLRenderer.md)
* [Colors and Display](Colors.md)
* [Game, Device and Game Config](Game.md)
* [Geometry, Paths and Curves](Geometry.md)
Expand Down Expand Up @@ -80,3 +81,5 @@ My thanks to the following for helping with the Phaser 3 Examples, Beta Testing,
| @VanaMartin | @vforsh | @Vidminas | @x-wk |
| @xmahle | @xuxucode | @YeloPartyHat | @ZekeLu |
| FromChris | Golen | OmniOwl | and you ... |

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2 changes: 2 additions & 0 deletions changelog/3.60/Camera.md
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---------------------------------------

Return to the [Change Log index](CHANGELOG-v3.60.md).

📖 Read the [Phaser 3 API Docs](https://newdocs.phaser.io/) 💻 Browse 2000+ [Code Examples](https://labs.phaser.io) 🤝 Join the awesome [Phaser Discord](https://discord.gg/phaser)
4 changes: 2 additions & 2 deletions changelog/3.60/CanvasRenderer.md
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Return to the [Change Log index](CHANGELOG-v3.60.md).

## Canvas Renderer New Features

## Canvas Renderer Updates

* `BlitterCanvasRenderer` will now skip the `drawImage` call in canvas if the frame width or height are zero.
Expand All @@ -20,3 +18,5 @@ Return to the [Change Log index](CHANGELOG-v3.60.md).
---------------------------------------

Return to the [Change Log index](CHANGELOG-v3.60.md).

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2 changes: 2 additions & 0 deletions changelog/3.60/Colors.md
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---------------------------------------

Return to the [Change Log index](CHANGELOG-v3.60.md).

📖 Read the [Phaser 3 API Docs](https://newdocs.phaser.io/) 💻 Browse 2000+ [Code Examples](https://labs.phaser.io) 🤝 Join the awesome [Phaser Discord](https://discord.gg/phaser)
2 changes: 2 additions & 0 deletions changelog/3.60/CompressedTextures.md
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Expand Up @@ -21,3 +21,5 @@ Compressed Textures are loaded using the new `this.load.texture` method, which t
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5 changes: 2 additions & 3 deletions changelog/3.60/Container.md
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Return to the [Change Log index](CHANGELOG-v3.60.md).

## Container New Features


## Container Updates

* `Container.addHandler` will now call `GameObject.addedToScene`.
Expand All @@ -22,3 +19,5 @@ Return to the [Change Log index](CHANGELOG-v3.60.md).
---------------------------------------

Return to the [Change Log index](CHANGELOG-v3.60.md).

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2 changes: 2 additions & 0 deletions changelog/3.60/DynamicTextures.md
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Expand Up @@ -76,3 +76,5 @@ You should use a Render Texture if you need to display the texture in-game on a
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2 changes: 2 additions & 0 deletions changelog/3.60/ESMSupport.md
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Expand Up @@ -44,3 +44,5 @@ Because the Webpack feature is experimental we won't make the ESM version the de
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30 changes: 16 additions & 14 deletions changelog/3.60/FX.md
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We have decided to bundle a selection of highly flexible special effect shaders in to Phaser 3.60 and provide access to them via an easy to use set of API calls. The FX included are:

* Barrel - A nice pinch / bulge distortion effect.
* Bloom - Add bloom to any Game Object, with custom offset, blur strength, steps and color.
* Blur - 3 different levels of gaussian blur (low, medium and high) and custom distance and color.
* Bokeh / TiltShift - A bokeh and tiltshift effect, with intensity, contrast and distance settings.
* Circle - Add a circular ring around any Game Object, useful for masking / avatar frames, with custom color, width and background color.
* ColorMatrix - Add a ColorMatrix to any Game Object with access to all of its methods, such as `sepia`, `greyscale`, `lsd` and lots more.
* Displacement - Use a displacement texture, such as a noise texture, to drastically (or subtly!) alter the appearance of a Game Object.
* Glow - Add a smooth inner or outer glow, with custom distance, strength and color.
* Gradient - Draw a gradient between two colors across any Game Object, with optional 'chunky' mode for classic retro style games.
* Pixelate - Make any Game Object appear pixelated, to a varying degree.
* Shadow - Add a drop shadow behind a Game Object, with custom depth and color.
* Shine - Run a 'shine' effect across a Game Object, either additively or as part of a reveal.
* Vignette - Apply a vignette around a Game Object, with custom offset position, radius and color.
* Wipe - Set a Game Object to 'wipe' or 'reveal' with custom line width, direction and axis of the effect.
* **Barrel** - A nice pinch / bulge distortion effect.
* **Bloom** - Add bloom to any Game Object, with custom offset, blur strength, steps and color.
* **Blur** - 3 different levels of gaussian blur (low, medium and high) and custom distance and color.
* **Bokeh** / TiltShift - A bokeh and tiltshift effect, with intensity, contrast and distance settings.
* **Circle** - Add a circular ring around any Game Object, useful for masking / avatar frames, with custom color, width and background color.
* **ColorMatrix** - Add a ColorMatrix to any Game Object with access to all of its methods, such as `sepia`, `greyscale`, `lsd` and lots more.
* **Displacement** - Use a displacement texture, such as a noise texture, to drastically (or subtly!) alter the appearance of a Game Object.
* **Glow** - Add a smooth inner or outer glow, with custom distance, strength and color.
* **Gradient** - Draw a gradient between two colors across any Game Object, with optional 'chunky' mode for classic retro style games.
* **Pixelate** - Make any Game Object appear pixelated, to a varying degree.
* **Shadow** - Add a drop shadow behind a Game Object, with custom depth and color.
* **Shine** - Run a 'shine' effect across a Game Object, either additively or as part of a reveal.
* **Vignette** - Apply a vignette around a Game Object, with custom offset position, radius and color.
* **Wipe** - Set a Game Object to 'wipe' or 'reveal' with custom line width, direction and axis of the effect.

What's more, the FX can be stacked up. You could add, for example, a `Barrel` followed by a `Blur` and then topped-off with a `Circle` effect. Just by adjusting the ordering you can achieve some incredible and unique effects, very quickly.

Expand Down Expand Up @@ -128,3 +128,5 @@ Available to all Game Objects:
---------------------------------------

Return to the [Change Log index](CHANGELOG-v3.60.md).

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2 changes: 2 additions & 0 deletions changelog/3.60/Game.md
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---------------------------------------

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2 changes: 2 additions & 0 deletions changelog/3.60/GameObject.md
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---------------------------------------

Return to the [Change Log index](CHANGELOG-v3.60.md).

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2 changes: 2 additions & 0 deletions changelog/3.60/Geometry.md
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Expand Up @@ -30,3 +30,5 @@ The following are API-breaking, in that a new optional parameter has been insert
---------------------------------------

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7 changes: 2 additions & 5 deletions changelog/3.60/GraphicsGameObject.md
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* The `Graphics.strokeRoundedRect` and `fillRoundedRect` methods can now accept negative values for the corner radius settings, in which case a concave corner is drawn instead (thanks @rexrainbow)
* Earcut has been updated to version 2.2.4. This release improves performance by 10-15% and fixes 2 rare race conditions that could leave to infinite loops. Earcut is used internally by Graphics and Shape game objects when triangulating polygons for complex shapes.


## Graphics Game Object Updates



## Graphics Game Object Bug Fixes

* `Graphics.strokeRoundedRect` would incorrectly draw the rectangle if you passed in a radius greater than half of the smaller side. This is now clamped internally (thanks @temajm)

---------------------------------------

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2 changes: 2 additions & 0 deletions changelog/3.60/Input.md
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Expand Up @@ -40,3 +40,5 @@ There are breaking changes from previous versions of Phaser.
---------------------------------------

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2 changes: 2 additions & 0 deletions changelog/3.60/Loader.md
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---------------------------------------

Return to the [Change Log index](CHANGELOG-v3.60.md).

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2 changes: 2 additions & 0 deletions changelog/3.60/Masks.md
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Expand Up @@ -33,3 +33,5 @@ There are breaking changes from previous versions of Phaser.
---------------------------------------

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2 changes: 2 additions & 0 deletions changelog/3.60/MatterPhysics.md
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Expand Up @@ -75,3 +75,5 @@ Because of the changes above, the following new methods are available to any Pha
---------------------------------------

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5 changes: 2 additions & 3 deletions changelog/3.60/Mesh.md
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* `Mesh.addVertices` will now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)
* `Mesh.addVerticesFromObj` will now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)

## Mesh, Vertex and Face Bug Fixes


---------------------------------------

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