Pixi.js Versions Save

The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.

v8.0.0-rc.11

2 months ago

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Changed

https://github.com/pixijs/pixi.js/compare/v8.0.0-rc.10...v8.0.0-rc.11

๐Ÿ”ฅ Breaking

For users who have already migrated to v8, this release includes one small breaking changes.

  • Breaking: rename renderTargetDescriptor to renderTargetOptions by @GoodBoyDigital in https://github.com/pixijs/pixijs/pull/10237 Old:
    RenderTarget.defaultDescriptor.resolution = 1;
    
    New:
    RenderTarget.defaultOptions = 1;
    
    This change now makes the API consistent with the rest of v8 that uses defaultOptions

๐ŸŽ Added

๐Ÿ› Fixed

v8.0.0-rc.10

2 months ago

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Changed

https://github.com/pixijs/pixi.js/compare/v8.0.0-rc.9...v8.0.0-rc.10

๐ŸŽ Added

๐Ÿ› Fixed

๐Ÿงน Chores

v8.0.0-rc.9

3 months ago

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Changed

https://github.com/pixijs/pixi.js/compare/v8.0.0-rc.8...v8.0.0-rc.9

๐Ÿ”ฅ Breaking

For users who have migrated to v8, this release includes two important breaking changes. While we aimed to avoid disruptions post the first RC, we feel these two changes are important enough to correct before the final release.

We appreciate your understanding.

  • Breaking: split Text back into Text, BitmapText, and HTMLText by @GoodBoyDigital in https://github.com/pixijs/pixijs/pull/10191

    In the pursuit of simplifying the API in v8, we initially attempted to create a unified Text class capable of handling all rendering modes supported by PixiJS. This approach aimed to streamline usage for developers. However, as we progressed with the release, we encountered scenarios where reconciling differences between render modes proved challenging. It became evident that some variables on the Text class needed to be specific to certain render modes.

    In light of these challenges, we made the decision to revert to the v7 approach, reintroducing separate classes for Text, BitmapText, and HTMLText.

    Old:

    const canvasText = new Text({
      text: 'hello',
      style: {},
      renderMode: 'canvas'
    })
    
    const bitmapText = new Text({
      text: 'hello',
      style: {},
      renderMode: 'bitmap'
    })
    
    const htmlText = new Text({
      text: 'hello',
      style: {},
      renderMode: 'html'
    })
    

    New:

    const canvasText = new Text({
      text: 'hello',
      style: {},
    })
    
    const bitmapText = new BitmapText({
      text: 'hello',
      style: {},
    })
    
    const htmlText = new HTMLText({
      text: 'hello',
      style: {},
    })
    
  • Breaking: remove BitmapFontManager.install for BitmapFont.install by @GoodBoyDigital in https://github.com/pixijs/pixijs/pull/10191

    In this release, we've reverted to the v7 method of installing bitmap fonts using BitmapFont.install. We've decided to keep BitmapFontManager as an internal component of PixiJS and will no longer expose it.

    As a result, BitmapFontManager.install is deprecated in this version and will be removed in the next release.

    Old:

    BitmapFontManager.install()
    BitmapFontManager.uninstall()
    

    New:

    BitmapFont.install()
    BitmapFont.uninstall()
    

๐Ÿ› Fixed

v8.0.0-rc.8

3 months ago

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Changed

https://github.com/pixijs/pixi.js/compare/v8.0.0-rc.7...v8.0.0-rc.8

๐ŸŽ Added

๐Ÿ› Fixed

New Contributors

v8.0.0-rc.7

3 months ago

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Changed

https://github.com/pixijs/pixi.js/compare/v8.0.0-rc.6...v8.0.0-rc.7

:bug: Fixed

v7.4.0

3 months ago

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Changed

https://github.com/pixijs/pixi.js/compare/v7.3.3...v7.4.0

:gift: Added

  • Support VideoFrame as a Texture resource (#9487) @orange4glace
  • Add more options to LoadVideoConfig (#9711) @dev7355608
  • Add data.texture and data.imageFilename to spritesheetLoader (#9920) @vadimgoncharov
  • Feature: Make Runner type-safe (#9948) @sta-ger
  • Add support for 'once' option to addEventListener (#10046) @jmcclell
  • Add support for 'signal' option to addEventListener (#10047, #10074) @jmcclell
  • Support BPTC (BC6H and BC7) compressed textures (#9773) @ddenisyuk
  • Add: Spritesheet option cachePrefix (#10125) @bigtimebuddy

๐Ÿงน Chores

  • Chore: Add strict null checks to @pixijs/runner (#10022) @8times12
  • Chore: Add strict null checks to @pixi/extensions (#10027) @8times12
  • Chore: Move worker codes to separate files (#9399) @SuperSodaSea

v8.0.0-rc.6

3 months ago

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Changed

https://github.com/pixijs/pixi.js/compare/v8.0.0-rc.5...v8.0.0-rc.6

๐ŸŽ Added

:bug: Fixed

v8.0.0-rc.5

3 months ago

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Changed

https://github.com/pixijs/pixi.js/compare/v8.0.0-rc.4...v8.0.0-rc.5

๐Ÿ”ฅ Breaking

  • Breaking: smarter geometry attributes by @GoodBoyDigital in https://github.com/pixijs/pixijs/pull/10118

    • This PR renamed shaderLocation to location

    Old:

      const geometry = new Geometry({
          attributes: {
              aPosition: {
                  buffer:[-100, -50, 100, -50, 0, 100],
                  shaderLocation:0,
                  format: 'float32x2',
              },
              aColor: {
                  buffer:[1, 0, 0, 0, 1, 0, 0, 0, 1],
                  shaderLocation:1,
                  format: 'float32x3',
              }
          },
      })
    

    New:

      const geometry = new Geometry({
          attributes: {
              aPosition: {
                  buffer:[-100, -50, 100, -50, 0, 100],
                  location:0,
                  format: 'float32x2',
              },
              aColor: {
                  buffer:[1, 0, 0, 0, 1, 0, 0, 0, 1],
                  location:1,
                  format: 'float32x3',
              }
          },
      })
    

๐ŸŽ Added

:bug: Fixed

v8.0.0-rc.4

4 months ago

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Changed

https://github.com/pixijs/pixi.js/compare/v8.0.0-rc.3...v8.0.0-rc.4

๐Ÿ”ฅ Breaking

  • Breaking: load svgs as texture instead of graphics by default by @Zyie in https://github.com/pixijs/pixijs/pull/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>');
    

๐ŸŽ Added

:bug: Fixed

๐Ÿงน Chores

v8.0.0-rc.3

4 months ago

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Changed

https://github.com/pixijs/pixi.js/compare/v8.0.0-rc.2...v8.0.0-rc.3

:bug: Fixed