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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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# Version 4.0 - beta 8 ## Changes * Mask Filter now uses world transforms by preference when drawing the mask. This improves expected outcomes when mask objects are inside Containers. ## Additions * Extend `RenderWebGLStep` to take the currently rendering object list and index as parameters. This allows render methods to know their context in the display list, which can be useful for optimizing third-party renderers. * This takes the place of `nextTypeMatch` from Phaser v3, but is much more flexible. * Add `DynamicTexture#capture`, for rendering game objects more accurately and with greater control than `draw`. * Add `CaptureFrame` game object, which copies the current framebuffer to a texture when it renders. This is useful for applying post-processing prior to post. ## Fixes * Prevent `RenderTexture` from rendering while it's rendering, thus preventing infinite loops. * Fix boundary errors on the Y axis in `TilemapGPULayer` shader, introduced after switching to GL standard texture orientation. * Fix `Filters#focusFilters` setting camera resolution too late, leading to unexpected results on the first frame. * Fix parent matrix application order, resolving unexpected behavior within Containers. * Fix `FillCamera` node being misaligned/missing in cameras rendering to framebuffers. * Fix errors when running a scene without the lighting plugin. * Fixes to TypeScript documentation: thanks to SBCGames and mikuso for contributions!