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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 - Release Candidate 4 This update improves performance related to data buffer size, primarily affecting filters, including masks. A game that was bottlenecked by filters on mobile devices may experience speedups of 16x or more. A desktop system, or a scene with no filters, may be broadly unaffected, save for memory savings. ## New Features - `BatchHandlerQuadSingle` render node added. - This is just a copy of `BatchHandlerQuad` with space for 1 quad. - The rendering system uses this node internally for transferring images in some steps of the filter process. ## Changes - `BatchHandler` render nodes now create their own WebGL data buffers. - This uses around 5MB of RAM and VRAM in a basic game. - Dedicated buffers are an optimum size for batch performance. ## Removals - `WebGLRenderer#genericVertexBuffer` and `#genericVertexData` removed. - This frees 16MB of RAM and VRAM. - `BatchHandlerConfig#createOwnVertexBuffer` type property removed. - `TileSprite` no longer supports texture cropping. ## Fixes - Lighting fixed on rotated or filtered objects. - Added missing 'this' value for Group.forEach and StaticGroup.forEach (thanks @TadejZupancic) - Fix `createFromTiles` to handle multiple tilesets when using sprite sheets. Fix #7122 (thanks @vikerman) - Fix audio files not loading from Base64 data URIs (thanks @bagyoni) ## Documentation / TypeScript Enhancements Thanks to the following people: @captain-something @DayKev @ixonstater