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v8.20.1

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@Zyie Zyie released this 26 Aug 14:52

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v8.20.0...v8.20.1

🐛 Fixed

🧹 Chores

  • chore: bump @xmldom/xmldom to 0.8.15 by @Zyie in #12162
    • Removes the npm warn deprecated @xmldom/xmldom@0.8.14 warning printed when installing pixi.js.

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Full Changelog: v8.20.0...v8.20.1

v8.20.0

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@Zyie Zyie released this 20 Aug 18:42

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v8.19.0...v8.20.0

🚨 Behavior Change

  • feat: WGSL shader overrides, depth-stencil formats, partial buffer updates & view caching by @Zyie in #12089
    • StructsAndGroups.isUniform is replaced by accessMode, which also describes storage buffers. This one fails quietly; the old property reads undefined rather than throwing.
    // before
    if (group.isUniform) { /* ... */ }
    
    // after
    if (group.accessMode === 'uniform') { /* ... */ }
  • fix: apply render group world color and alpha to ParticleContainer by @TheOnlyJason in #12132
    • ParticleContainer ignored the tint and alpha of any ancestor render group, staying fully opaque while everything else faded. Particles now inherit both, so scenes with a ParticleContainer under a tinted or faded render group will look different. Remove any manual compensation you added.
  • fix: WebGPU ignores clockwiseFrontFace by @koteelok in #12139
    • State.clockwiseFrontFace reached the WebGPU pipeline as a cull mode rather than a winding, so @builtin(front_facing) in WGSL reported the opposite of gl_FrontFacing in GLSL. Which triangles survive culling is unchanged, but WGSL shaders branching on front_facing with clockwiseFrontFace: true now take the other branch; revert any workaround that inverted it.
  • fix: align Polygon.strokeContains with the drawn stroke by @Jaybhade in #12137
    • strokeContains split the stroke width on the squared width and ignored winding order, so at the default alignment: 0.5 the hit area was ~41% wider than the drawn line, and at alignment 0 or 1 it sat on the opposite side of the edge. Hit testing now matches what's drawn.
    const graphics = new Graphics()
        .poly([0, 0, 100, 0, 100, 100, 0, 100], true)
        .stroke({ width: 20, alignment: 0 });
    
    graphics.containsPoint({ x: -10, y: 50 }); // now true, inside the drawn stroke
    graphics.containsPoint({ x: 10, y: 50 });  // now false, nothing is drawn there
  • fix: Rectangle containsRect edge containment by @cyphercodes in #12083
    • containsRect tested the right and bottom edges with a strict <, so identical rectangles reported false. Identical rects, and any rect flush against the container's right or bottom edge, now return true. Code using it as a strict-interior test, or branching on false to mean "partially outside", now takes the other branch.

🎁 Added

  • feat: WGSL shader overrides, depth-stencil formats, partial buffer updates & view caching by @Zyie in #12089
  • feat: geometry vertexCount, WebGPU render bundles, depth-only targets & Safari WGSL fallback by @Zyie in #12090
  • feat: WebGPU-first RenderTarget attachment architecture & TextureView depth sampling by @Zyie in #12091
  • feat: copyDepthTexture for render targets (WebGPU/WebGL2) by @Zyie in #12092
  • feat: add opt-in flipY render-orientation toggle by @GoodBoyDigital in #12098
    • RenderOptions.flipY inverts a render's Y orientation, flipping the projection and the winding/cull inversion together. That lets you capture a scene into a texture in screen orientation, which is what 3D geometry UVs expect, without a per-material flip at sample time and with back-face culling still correct. Absent or false is a no-op on both backends.
    import { Sprite, Texture, TextureSource } from 'pixi.js';
    
    const texture = new Texture({ source: new TextureSource({ width: 256, height: 256 }) });
    
    renderer.render({ container: mesh, target: texture, clear: true, flipY: true });
    
    const sprite = new Sprite(texture);
  • feat: copy depth into textures and expose resolved front-face orientation by @GoodBoyDigital in #12103
  • feat(rendering): object-form bind/push and capturable bind state by @GoodBoyDigital in #12104
  • feat: export GPU shader layout helpers for advanced users by @GoodBoyDigital in #12143
  • feat(rendering): object-form bind/push and capturable bind state by @GoodBoyDigital in #12104
  • feat: geometry vertexCount, WebGPU render bundles, depth-only targets & Safari WGSL fallback by @Zyie in #12090

🐛 Fixed

  • fix: stop Geometry.destroy from double-freeing the index buffer by @GoodBoyDigital in #12144
  • fix: support chrome 150+ HTML-in-Canvas upload signatures by @Zyie in #12077
  • fix: harden WebGPU render targets, bind groups & pipeline/texture caching by @Zyie in #12093
  • fix: prevent double-destroy of render targets on teardown by @Zyie in #12095
  • fix: add persistentDeviceId to FederatedPointerEvent by @ShiKirill in #12102
  • fix: release mask bindings when pooled AlphaMaskEffect returns to the pool by @shell362 in #12131
  • fix: WebGPU sibling sprite masks rendering with each other's mask matrix by @GoodBoyDigital in #12149
  • fix: account for frame origin and rotation in graphics texture fills by @Zyie in #12123
  • fix: handle missing base in bitmap font parsers by @Zyie in #12121
  • fix: use the correct vertex for the first edge in Triangle.strokeContains by @spokodev in #12105
  • fix: copy radius in RoundedRectangle.copyFrom by @spokodev in #12129
  • fix: unregister GraphicsContext listeners on destroy by @Srinu520 in #12140
  • fix: rebuild cached bind groups when the GC unloads uniform buffers by @GoodBoyDigital in #12147
  • fix: substitute Texture.EMPTY when a mask texture is destroyed while still in use by @GoodBoyDigital in #12148
  • fix: prevent duplicate onRender registrations from same-parent reorders by @Zyie in #12120

🧹 Chores

New Contributors

Full Changelog: v8.19.0...v8.20.0

v8.19.0

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@Zyie Zyie released this 04 Jun 08:21

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npm install pixi.js@8.19.0

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v8.18.1...v8.19.0

🚨 Behavior Change

  • fix: Container.updateTransform honors zero scale (#12044) by @Zyie in #12046
    • Container.updateTransform({ scaleX: 0, scaleY: 0 }) previously coerced a zero scale to 1 (the code used opts.scaleX || 1), so passing 0 left the container at full size. It now applies zero scale literally, matching scale.set(0, 0). If you relied on updateTransform ignoring a zero scale, stop passing 0 when you mean full scale.
    const container = new Container();
    container.updateTransform({ scaleX: 0, scaleY: 0 });
    // before: scale coerced to (1, 1) — container stayed full-size
    // after:  scale applied as (0, 0) — container hidden, matching scale.set(0, 0)
  • fix: particle container inherit blend mode by @DmitriyGolub in #11978
    • ParticleContainer now respects the blend mode inherited from its ancestors. Previously the render pipe read the container's own local blendMode instead of the resolved groupBlendMode, so setting e.g. stage.blendMode = 'add' had no effect on particles. Particles nested under a parent with a non-default blend mode will now render differently (e.g. additive brightening) where they were silently ignored before. A blendMode set directly on the ParticleContainer is unchanged.
  • fix: FillPattern tiling and radial gradient sizing by @Zyie in #12037
    • FillPattern gains a textureSpace option ('global' | 'local'), while fixing several long-standing pattern/gradient sizing bugs. textureSpace defaults to 'global', so patterns now tile continuously across adjacent shapes instead of remapping per shape; setTransform(matrix) now applies the matrix you pass directly (it previously inverted and rescaled it by the texture size); and textureSpace: 'local' radial gradients now scale to the gradient's outer radius. Existing pattern fills and local radial gradients can render differently.

      If you hand-compensated for the old setTransform behavior (pre-inverting or scaling by texture size), remove that compensation. The legacy positional new FillPattern(texture, repetition) form still works.

    import { Assets, FillPattern, Graphics } from 'pixi.js';
    
    const texture = await Assets.load('pattern.png');
    
    // new options-object constructor with explicit textureSpace
    const pattern = new FillPattern({ texture, repetition: 'repeat', textureSpace: 'local' });
    
    const g = new Graphics().rect(0, 0, 200, 100).fill({ fill: pattern });

🎁 Added

  • feat: add HTML-in-Canvas texture support by @Zyie in #12053
    • A new opt-in pixi.js/html-source subpath renders live DOM elements into PixiJS textures while the element stays fully interactive in the browser (inputs editable, links clickable, CSS animations running). Use HTMLSource for a live element or ElementImageSource for an immutable snapshot. The element must be a direct child of the Pixi canvas. Importing the subpath also registers a lowest-priority Texture.from fallback for generic HTML elements, so it cannot affect apps that don't import it.
    import { Application, Sprite } from 'pixi.js';
    import { HTMLSource } from 'pixi.js/html-source';
    
    const app = new Application();
    await app.init({ resizeTo: window });
    document.body.appendChild(app.canvas);
    
    const form = document.createElement('form');
    form.innerHTML = '<input value="still editable" />';
    app.canvas.appendChild(form); // must be a direct child of the Pixi canvas
    
    const sprite = Sprite.from(new HTMLSource({ resource: form, autoUpdate: true }));
    app.stage.addChild(sprite); // live DOM mirrored to the GPU; the form stays interactive
  • feat: implement transientAttachment for MSAA RenderTextures for WebGPU by @GoodBoyDigital in #12050
    • Texture sources gain an opt-in transient flag so the WebGPU backend can discard the MSAA buffer at the end of a render pass (storeOp: 'discard') instead of writing it back to memory, and keep MSAA contents in tile memory on TBDR mobile GPUs where GPUTextureUsage.TRANSIENT_ATTACHMENT is available. This cuts memory bandwidth for single-pass MSAA render targets. Only set it on antialiased textures that follow a single-pass-then-discard pattern; a later loadOp: 'load' on a transient attachment yields undefined contents. Default is false, so existing code is unaffected. A WebGPU-only renderer.device.extensions.transientAttachment probe reports device support.

🐛 Fixed

  • fix: BitmapText trailing glyph after glyph-less word-break char by @Zyie in #12035
  • fix: SplitText crash when text begins with whitespace (#12040) by @Zyie in #12041
  • fix: TilingSprite tileRotation shears pattern on non-square sprites by @Zyie in #12062
  • fix: canvas renderer does not round anchor offset when roundPixels is enabled by @Clonex in #12051
  • fix: pass renderer's maxBatchableTextures to non-default batchers by @SerG-Y in #12029
  • fix: handle null from getShaderSource/getShaderInfoLog on lost context (#12032) by @Zyie in #12042
  • fix: GCSystem unload resources before nulling hash entry by @Zyie in #12038

🧹 Chores

  • chore: bundle pixijs-skills and add sync workflow by @Zyie in #12045
    • Ships 25 PixiJS v8 AI agent skills under skills/ in the published npm package, available at node_modules/pixi.js/skills/ after install.
  • chore: document blend mode resolution inheritance by @MFei8ht in #12067
  • chore: restrict postMessage origin in playground for better security by @RinZ27 in #12055
  • chore: bump @xmldom/xmldom from ^0.8.12 to ^0.8.13 by @Copilot in #12025
  • chore: bump parse-svg-path by @bigtimebuddy in #12071
  • chore: standardize graphics test naming and expand visual coverage by @Zyie in #12036
  • chore: stabilize HTMLText visual tests against CI flakiness by @Zyie in #12039
  • chore: pin node to 24.15.0 and update GitHub Actions by @Zyie in #12070
  • chore: add missing path pattern to CODEOWNERS by @Copilot in #12027

New Contributors

Full Changelog: v8.18.1...v8.19.0

v8.18.1

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@Zyie Zyie released this 14 Apr 20:00

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npm install pixi.js@8.18.1

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v8.18.0...v8.18.1

🐛 Fixed

  • fix: prevent error when using Application.domContainerRoot in Node.js by @UlyssesZh in #12017

v8.18.0

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@Zyie Zyie released this 14 Apr 14:57

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npm install pixi.js@8.18.0

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v8.17.1...v8.18.0

🚨 Behavior Change

  • fix: text.width and word wrap returning incorrect values by @Zyie in #12007
    • Text/HTMLText/BitmapText with wordWrap: true and non-left align (center/right/justify) now return the true rendered width from text.width instead of reporting wordWrapWidth. If you relied on text.width === wordWrapWidth for layout, use wordWrapWidth directly or wrap the text in a sized container.
    const text = new Text({
        text: 'hello',
        style: { wordWrap: true, wordWrapWidth: 800, align: 'center' },
    });
    // before: text.width === 800
    // after:  text.width reflects the rendered string width

🎁 Added

  • feat: add graphicsContextToSvg() for Graphics → SVG export by @GoodBoyDigital in #11989
    • Adds graphicsContextToSvg(source, precision?), a pure function that serializes a Graphics or GraphicsContext to a self-contained SVG string. Supports rects, circles, ellipses, rounded rects, polygons, bezier/quadratic/arc paths, strokes, holes (via fill-rule="evenodd"), and linear/radial gradients.
    import { Graphics, graphicsContextToSvg } from 'pixi.js';
    
    const g = new Graphics()
        .rect(0, 0, 100, 50)
        .fill({ color: 0xff0000 })
        .circle(150, 25, 25)
        .stroke({ color: 0x0000ff, width: 4 });
    
    const svgString = graphicsContextToSvg(g, 2);
    await navigator.clipboard.writeText(svgString);
  • feat: add mask channel selection for sprite masks by @Zyie in #11987
    • setMask() gains a channel option ('red' | 'alpha') to pick which texture channel drives visibility, matching how design tools like Figma apply PNG masks. Default remains 'red'.
    import { Assets, Sprite } from 'pixi.js';
    
    const photo = new Sprite(await Assets.load('photo.png'));
    const maskSprite = new Sprite(await Assets.load('mask-alpha.png'));
    
    photo.setMask({
        mask: maskSprite,
        channel: 'alpha',
    });
  • feat: allow preference to accept an array of renderer types by @Zyie in #11963
    • autoDetectRenderer and Application.init now accept an array of renderer names for preference, letting you restrict the fallback chain (e.g. disable WebGPU entirely) rather than only reorder it. A new RendererPreference type is exported.
    import { Application, autoDetectRenderer } from 'pixi.js';
    
    const renderer = await autoDetectRenderer({
        preference: ['webgl', 'canvas'],
    });
    
    const app = new Application();
    await app.init({ preference: ['webgl', 'canvas'] });
  • feat: provide a getter to the domElement via app.domContainerRoot by @carlos22 in #11974
    • Application exposes a read-only domContainerRoot getter returning the HTMLDivElement that wraps all DOMContainer elements, so apps can add CSS classes, inline styles, or customize the DOM overlay root.
    import { Application } from 'pixi.js';
    
    const app = new Application();
    await app.init({ resizeTo: window });
    
    app.domContainerRoot.classList.add('pixi-dom-layer');
    app.domContainerRoot.style.pointerEvents = 'auto';
  • feat: add width option to MeshRope by @mehmetcanakbay in #11990
    • MeshRope now accepts an explicit width for rope thickness, decoupling it from the texture's height. Omitting width preserves the previous texture.height default.
    import { MeshRope, Point, Texture } from 'pixi.js';
    
    const points = [new Point(0, 0), new Point(100, 50), new Point(200, 0)];
    
    const rope = new MeshRope({
        texture: Texture.from('snake.png'),
        points,
        width: 40,
    });
  • feat: add a default anchor to texture generation by @ksv90 in #12011
    • renderer.generateTexture() accepts a defaultAnchor option that's forwarded onto the produced Texture. RenderTexture.create() also gains a textureOptions parameter to pass through fields like defaultAnchor to the underlying Texture.
    import { Graphics, Sprite } from 'pixi.js';
    
    const shape = new Graphics().circle(0, 0, 50).fill(0xff3366);
    
    const texture = app.renderer.generateTexture({
        target: shape,
        defaultAnchor: { x: 0.5, y: 0.5 },
    });
    
    const sprite = new Sprite(texture);
    sprite.position.set(200, 200); // centered by default

🐛 Fixed

  • fix: stroke-only Graphics masks now render correctly on Canvas renderer by @DmitriyGolub in #11979
  • fix: skip _applyMipRange for single-mip textures (iOS 18.0–18.1) by @GoodBoyDigital in #11985
  • fix: stale TextureMatrix when pooled textures reuse the same reference by @GoodBoyDigital in #11997
  • fix: unhandled actions in GraphicsPath.transform() switch statement by @Zyie in #11996
  • fix(VideoSource): avoid play/mediaReady recursion before video dimensions (#11133) by @satoren in #12009
  • fix: text.width and word wrap returning incorrect values by @Zyie in #12007
  • fix: handle literal < characters in parseTaggedText by @glennflanagan in #11972
  • fix: move CanvasFilterSystem to the filters module by @Zyie in #12014
  • fix: SplitText baseline mismatch when tagStyles used with lineHeight by @Zyie in #12008
  • fix: TilingSprite.tilePosition divided by resolution when using Canvas renderer by @Zyie in #11957
  • fix: move CanvasFilterSystem to filters module by @Zyie in #12014
  • fix(VideoSource): avoid play/mediaReady recursion before video dimensions by @satoren in #12009

🧹 Chores

  • chore: bump @xmldom/xmldom to 0.8.12 by @Zyie in #12016

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v8.17.1

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@Zyie Zyie released this 16 Mar 09:23

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v8.17.0...v8.17.1

🐛 Fixed

  • fix: compressed textures ignoring resolution from URL (e.g. @0.75x) by @Zyie in #11960
  • fix: center-align text correctly when words exceed wordWrapWidth by @Zyie in #11966

🧹 Chores

  • chore: fix BitmapFont char keys from char codes to character strings by @Zyie in #11967
  • fix: add secrets: inherit to publish-switch workflow for S3 docs upload by @Zyie in #11962

v8.17.0

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@Zyie Zyie released this 09 Mar 15:29

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v8.16.0...v8.17.0

🚨 Behavior Change

  • BlurFilter now uses an optimized halving strength scheme by default, which changes visual output compared to previous versions. Set legacy: true to restore the old behavior.
    new BlurFilter({ legacy: true });
    // or globally:
    BlurFilter.defaultOptions.legacy = true;
  • Text with align: 'justify' now uses wordWrapWidth for width calculation instead of maxLineWidth, matching CSS behavior. The last line is no longer stretched.
  • breakWords: true in HTMLText now correctly uses CSS word-break: break-word instead of break-all to match behavior of other text renderers.

🎁 Added

  • feat: add tagged text support to canvasTextSplit by @Zyie in #11949
    • SplitText now supports tagStyles, so styled runs (e.g. <red>Hello</red> <blue>World</blue>) are correctly split into per-character Text objects with individual styles preserved.
  • feat: Improves text rendering and layout handling by @Zyie in #11947
    • Bitmap text now supports whiteSpace modes (normal, pre, nowrap, pre-line, pre-wrap) with proper space/newline collapsing
    • Bitmap text word wrap supports break-after characters (hyphens, en-dash, em-dash, soft hyphen)
    • Canvas text and split text now render align: 'justify' by distributing extra word spacing
    • Dynamic bitmap fonts scale drop shadow blur and distance proportionally to font size
    • Bitmap font xAdvance now uses true advance width from measureText() instead of bounding-box width
    • Kerning values correctly scaled by fontScale in dynamic bitmap fonts
  • feat: add visibleChanged event to container by @ikigai-bjorn-s in #11940
    container.on('visibleChanged', (visible) => {
        console.log('Visibility changed to:', visible);
    });
  • feat: Add function for removing aliases from resolver by @Sertion in #11921

🐛 Fixed

  • fix: prevent filter corruption with TexturePool mipmap separation by @vkarponen in #11865
  • fix: blur by reducing strength on each pass by @Zyie in #11909
  • fix: Reduce work done by the blur shader by @Sertion in #11917
  • fix: Correctly handle offset in ColorMatrixFilter by @Sertion in #11925
  • fix: Apply global filter offset to ParticleContainer rendering by @GoodBoyDigital in #11882
  • fix: respect texture trim offset in NineSliceSprite by @shtse8 in #11919
  • fix: return valid empty bounds from empty Graphics by @GoodBoyDigital in #11908
  • fix: Graphics getLocalBounds returns stale data between operations in same frame by @GoodBoyDigital in #11886
  • fix: Graphics bounds account for miter joins at sharp angles by @GoodBoyDigital in #11884
  • fix: BindGroup crash when resource destroyed in batched group by @GoodBoyDigital in #11876
  • fix: remove listener from old resource in BindGroup.setResource by @GoodBoyDigital in #11901
  • fix: removeAllListeners() on Renderer.destroy() by @taye in #11951
  • fix: correct minFPS/maxFPS mutual clamping in Ticker by @Zyie in #11952
  • fix: invalidate cached source in color.setAlpha() to prevent stale alpha reuse by @darthvader58 in #11924
  • fix: emit removed event when using addChildAt by @aSipz in #11912
  • fix: guard against missing characters and kerning data in bitmap text by @stargazer-2697 in #11907
  • fix: copy modifier keys from TouchEvent to normalized touch objects by @kaigritun in #11906
  • fix: use quotes when loading a Web font to support old versions of Chrome by @adngdb in #11902
  • fix: move DOMPipe registration to init.ts to fix Web Worker support by @Zyie in #11953
  • fix: clarify BackgroundLoader cache behavior in documentation by @imuday984 in #11935

🧹 Chores

  • chore: Add PixiJS development playground by @GoodBoyDigital in #11878
  • chore: overhaul documentation system with TypeDoc plugins, examples, and guides by @Zyie in #11905
  • chore: consolidate build and test scripts by @Zyie in #11910
  • chore: expand build, test, and API documentation by @Zyie in #11956
  • chore: combine visual test diff output into single labeled image by @Zyie in #11954
  • chore: add ESLint rule enforcing ~/ imports in test and scene files by @Zyie in #11899
  • chore: reorganizes visual scene tests into logical subdirectories by @Zyie in #11872
  • chore: Improve test server setup by dynamically allocating port by @Zyie in #11874
  • chore: increase HTMLText visual test wait from 250ms to 350ms by @Zyie in #11891
  • chore: remove tsc-silent dependency by @Zyie
  • docs: document filters + RenderLayer limitation by @GoodBoyDigital in #11883

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v8.16.0

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@Zyie Zyie released this 03 Feb 16:55

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Changed

v8.15.0...v8.16.0

🚨 Behavior Change

  • SplitText now more accurately splits Text across a wider range of TextStyle configurations. This may result in slight changes to character positioning.
  • Using SplitText.from from an existing Text now correctly transfers the source anchor to the new instance by mapping the anchor to pivot coordinates. This changes layout and positioning compared to previous behavior.
  • SplitBitmapText now correctly defaults to a white fill, matching the behavior of BitmapText.
  • HTMLText now correctly respects breakWords and no longer cuts off words that exceed wordWrapWidth.
  • HTMLText now respects the alpha value of its fill and stroke.
  • Text now correctly aligns when using align: 'right' or align: 'center', resulting in a small positional adjustment.
  • Container.cullArea is now correctly interpreted in the container’s local coordinate space and transformed to global coordinates before culling checks.
    // cullArea is defined in local space and transformed during culling
    container.cullArea = new Rectangle(0, 0, 100, 100);
  • graphics.texture(texture, 0x000000) will now correctly apply a black tint

🎁 Added

  • feat: Canvas renderer by @krzys @Zyie in #11815
    • Note: This feature is experimental, please let us know if you run into any issues.
     await app.init({
          preference: 'canvas'
      });
  • feat: tagged text by @Zyie in #11827
    • Note: Currently only works for Text/HTMLText, BitmapText support coming soon
     const text = new Text({
      text: '<bold>Important:</bold> This is <highlight>highlighted</highlight> text',
      style: {
          fontFamily: 'Arial',
          fontSize: 28,
          fill: 'white',
          tagStyles: {
              bold: { fontWeight: 'bold', fill: 'yellow' },
              highlight: { fill: 'cyan', fontSize: 32 }
          }
      }
     });
  • feat: improve stability of SplitText by @Zyie in #11858
    • SplitText now fully mirrors Text behavior and regenerates automatically when its TextStyle changes via text.styleChanged()
    splitText.style.fontSize = 32
    splitText.styleChanged()
  • feat: external texture support by @astralarya @GoodBoyDigital in #11846 #11861
  • feat: add parseSync to spritesheet by @jimhigson in #11794
  • feat: improved Pool typing for pool.get() method by @unstoppablecarl in #11799
  • feat: add cube texture by @GoodBoyDigital in #11800
  • by @GoodBoyDigital in
  • feat: Implement mip level rendering support in the rendering system by @GoodBoyDigital in #11801
  • feat: render to array layer by @GoodBoyDigital in #11803

🐛 Fixed

🧹 Chores

  • chore: add visual tests for text rendering features by @Zyie in #11825
  • chore: Upgrades dependencies by @Zyie in #11806
  • chore: guide to use envinfo to get environment information by @typed SIGTERM in #11859
  • chore: optimize fastCopy with waterfall typed array selection by @GoodBoyDigital in #11798
  • chore: use texImage2D instead of texSubImage2D for video in Safari by @GoodBoyDigital in #11867

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v8.15.0

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@Zyie Zyie released this 05 Jan 10:10

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Changed

v8.14.3...v8.15.0

🎁 Added

  • feat: add unified GC by @Zyie in #11786
    • Deprecated TextureGCSystem/RenderableGCSystem in favor of GCSystem.
      // old 
      app.init({
          textureGCActive: true,
          textureGCMaxIdle: 60000,
          textureGCCheckCountMax: 30000,
          renderableGCActive: true,
          renderableGCMaxUnusedTime: 60000,
          renderableGCFrequency: 30000,
      });
      
      // new
      app.init({
        gcActive: true,
        gcMaxUnusedTime: 60000,
        gcFrequency: 30000,
      });
    • feat: Adds auto-GC option to view containers by @Zyie in #11810
      • Disable automatic garbage collection for a node.
         new Sprite({
             autoGarbageCollect: false,
         });
  • feat: add unload method to reset GPU data by @Zyie in #11762
    • You can now manually unload a node by calling its unload method. This releases any GPU resources associated with the node. The node can still be used afterward—it will be re-created automatically when needed.

      sprite.unload();
      text.unload();
      mesh.unload(); 
    • feat: move GPU context storage to GraphicsContext._gpuData by @Zyie in #11763

    • feat: move GPU data to Geometry._gpuData by @Zyie in #11772

    • feat: move GPUData to TextureSource by @Zyie in #11774

    • feat: move GL/GPU buffer storage to Buffer._gpuData and manage buffers list by @Zyie in #11775

    • feat: add descriptive names GCManagedHash by @Zyie in #11811

    • feat: update text GPU lifecycle and resolution updates by @Zyie in #11781

  • feat: ParticleContainer type improvements by @unstoppablecarl in #11708
  • feat: allow RenderTexture.create to accept dynamic option by @seanzhaoxiaoxiao in #11767

🐛 Fixed

🧹 Chores

  • chore: Improve JSDoc documentation across modules by @Zyie in #11812
  • chore: refactors CI workflows for trusted publishing by @Zyie in #11820

New Contributors

v8.15.0-rc

v8.15.0-rc Pre-release
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@Zyie Zyie released this 08 Dec 17:43

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Installation:

npm install pixi.js@8.15.0-rc

Development Build:

Production Build:

Documentation:

Changed

v8.14.3...v8.15.0-rc

🎁 Added

  • feat: allow RenderTexture.create to accept dynamic option by @seanzhaoxiaoxiao in #11767
  • feat: add unload method to reset GPU data by @Zyie in #11762
  • feat: add unified GC by @Zyie in #11786
    • feat: move GPU context storage to GraphicsContext._gpuData by @Zyie in #11763
    • feat: move GPU data to Geometry._gpuData by @Zyie in #11772
    • feat: move GPUData to TextureSource by @Zyie in #11774
    • feat: move GL/GPU buffer storage to Buffer._gpuData and manage buffers list by @Zyie in #11775
    • feat: update text GPU lifecycle and resolution updates by @Zyie in #11781
  • feat: ParticleContainer type improvements by @unstoppablecarl in #11708

🐛 Fixed

New Contributors