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Bump json5 and phaser #8

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@dependabot dependabot bot commented on behalf of github Jan 1, 2023

Removes json5. It's no longer used after updating ancestor dependency phaser. These dependencies need to be updated together.

Removes json5

Updates phaser from 3.23.0 to 3.55.2

Release notes

Sourced from phaser's releases.

Phaser v3.55.2

Bug Fixes

  • Fixed an issue in FillPathWebGL, IsoBoxWebGLRenderer and IsoTriangleWebGLRenderer functions which caused the filled versions of most Shape Game Objects to pick-up the texture of the previous object on the display list. Fix #5720 (thanks @​samme)

Phaser v3.55.1

New Features

  • The GameObject.destroy method has a new fromScene parameter, set automatically by Phaser. Fix #5716 (thanks @​rexrainbow)
  • The Game Object DESTROY event is now set the new fromScene boolean as the 2nd parameter, allowing you to determine what invoked the event (either user code or a Scene change). Fix #5716 (thanks @​rexrainbow)

Bug Fixes

  • Fixed an issue with the TypeScript defs not recognising the Game Object Config properly. Fix #5713 (thanks @​vforsh)
  • Fixed an issue in the FillPathWebGL function which caused the filled versions of the Arc, Circle, Ellipse, Polygon and Star Shapes to not render. Fix #5712 (thanks @​rexrainbow)
  • Fixed rendering parameters in IsoBox and IsoTriangle Game Objects that stopped them from rendering correctly.
  • Added the missing WebGLPipelineUniformsConfig type def. Fix #5718 (thanks @​PhaserEditor2D)

Phaser v3.55.0

New Features

  • GameObjects.DOMElement.pointerEvents is a new property that allows you to set the pointerEvents attribute on the DOM Element CSS. This is auto by default and should not be changed unless you know what you're doing.
  • Core.Config.domPointerEvents is a new config property set via dom: { pointerEvents } within the Game Config that allows you to set the pointerEvents css attribute on the DOM Element container.
  • The RenderTexture.endDraw method has a new optional boolean erase which allows you to draw all objects in the batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn.
  • All of the methods from the GraphicsPipeline have now been merged with the MultiPipeline, these include batchFillRect, batchFillTriangle, batchStrokeTriangle, batchFillPath, batchStrokePath and batchLine. The Graphics Game Object and all of the Shape Game Objects have been updated to use the new Multi Pipeline. This means that drawing Sprites and Graphics / Shapes will all batch together again. Fix #5553 #5500 (thanks @​venarius @​roberthook823)

Updates

  • The types have been improved for WebGL Compressed Textures (thanks @​vforsh)
  • Container.moveAbove is a new method that will move a Game Object above another in the same Container (thanks @​rexrainbow)
  • Container.moveBelow is a new method that will move a Game Object below another in the same Container (thanks @​rexrainbow)
  • List.moveAbove is a new method that will move a Game Object above another in the same List (thanks @​rexrainbow)
  • List.moveBelow is a new method that will move a Game Object below another in the same List (thanks @​rexrainbow)
  • The MeasureText function, as used by Text Game Objects, has had its performance enhanced by removing a duplicate image data check and also now checks for metrics properties correctly (thanks @​valadaptive)
  • WebGLShader.setUniform1 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform2 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform3 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform4 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • The WebGLShader.set1fv, set2fv, set3fv, set4fv, set1iv, set2iv, set3iv, set4iv, setMatrix2fv, setMatrix3fv and setMatrix4fv methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670 (thanks @​telinc1)

Bug Fixes

  • Have reverted all of the DOM Element CSS changes back to how they were in 3.52, causing both DOM Input and Phaser Input to work together properly again. Fix #5628 (thanks @​sacharobarts)
  • The Mesh Game Object would incorrectly cull faces if the Scene Camera scrolled. It now calculates the cull correctly, regardless of camera world position, zoom or rotation. Fix #5570 (thanks @​hendrikras)
  • Math.ToXY will now return an empty Vector 2 if the index is out of range, where before it would return the input Vector2 (thanks @​Trissolo)
  • The UpdateList.shutdown method will now remove the PRE_UPDATE handler from the ProcessQueue correctly (thanks @​samme)
  • When loading a Video with a config object, it would not get the correct key value from it (thanks @​mattjennings)
  • The GameObjectFactory.existing method will now accept Layer as a TypeScript type. Fix #5642 (thanks @​michal-bures)
  • The Input.Pointer.event property can now be a WheelEvent as well.
  • Fixed an issue when loading audio files from a Phaser project wrapped in Capacitor native app shell on iOS (thanks @​consolenaut)

... (truncated)

Changelog

Sourced from phaser's changelog.

Version 3.55.2 - Ichika - 27th May 2021

Bug Fixes

  • Fixed an issue in FillPathWebGL, IsoBoxWebGLRenderer and IsoTriangleWebGLRenderer functions which caused the filled versions of most Shape Game Objects to pick-up the texture of the previous object on the display list. Fix #5720 (thanks @​samme)

Version 3.55.1 - Ichika - 26th May 2021

New Features

  • The GameObject.destroy method has a new fromScene parameter, set automatically by Phaser. Fix #5716 (thanks @​rexrainbow)
  • The Game Object DESTROY event is now set the new fromScene boolean as the 2nd parameter, allowing you to determine what invoked the event (either user code or a Scene change). Fix #5716 (thanks @​rexrainbow)

Bug Fixes

  • Fixed an issue with the TypeScript defs not recognising the Game Object Config properly. Fix #5713 (thanks @​vforsh)
  • Fixed an issue in the FillPathWebGL function which caused the filled versions of the Arc, Circle, Ellipse, Polygon and Star Shapes to not render. Fix #5712 (thanks @​rexrainbow)
  • Fixed rendering parameters in IsoBox and IsoTriangle Game Objects that stopped them from rendering correctly.
  • Added the missing WebGLPipelineUniformsConfig type def. Fix #5718 (thanks @​PhaserEditor2D)

Version 3.55.0 - Ichika - 24th May 2021

New Features

  • GameObjects.DOMElement.pointerEvents is a new property that allows you to set the pointerEvents attribute on the DOM Element CSS. This is auto by default and should not be changed unless you know what you're doing.
  • Core.Config.domPointerEvents is a new config property set via dom: { pointerEvents } within the Game Config that allows you to set the pointerEvents css attribute on the DOM Element container.
  • The RenderTexture.endDraw method has a new optional boolean erase which allows you to draw all objects in the batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn.
  • All of the methods from the GraphicsPipeline have now been merged with the MultiPipeline, these include batchFillRect, batchFillTriangle, batchStrokeTriangle, batchFillPath, batchStrokePath and batchLine. The Graphics Game Object and all of the Shape Game Objects have been updated to use the new Multi Pipeline. This means that drawing Sprites and Graphics / Shapes will all batch together again. Fix #5553 #5500 (thanks @​venarius @​roberthook823)

Updates

  • The types have been improved for WebGL Compressed Textures (thanks @​vforsh)
  • Container.moveAbove is a new method that will move a Game Object above another in the same Container (thanks @​rexrainbow)
  • Container.moveBelow is a new method that will move a Game Object below another in the same Container (thanks @​rexrainbow)
  • List.moveAbove is a new method that will move a Game Object above another in the same List (thanks @​rexrainbow)
  • List.moveBelow is a new method that will move a Game Object below another in the same List (thanks @​rexrainbow)
  • The MeasureText function, as used by Text Game Objects, has had its performance enhanced by removing a duplicate image data check and also now checks for metrics properties correctly (thanks @​valadaptive)
  • WebGLShader.setUniform1 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform2 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform3 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform4 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • The WebGLShader.set1fv, set2fv, set3fv, set4fv, set1iv, set2iv, set3iv, set4iv, setMatrix2fv, setMatrix3fv and setMatrix4fv methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670 (thanks @​telinc1)

Bug Fixes

  • Have reverted all of the DOM Element CSS changes back to how they were in 3.52, causing both DOM Input and Phaser Input to work together properly again. Fix #5628 (thanks @​sacharobarts)
  • The Mesh Game Object would incorrectly cull faces if the Scene Camera scrolled. It now calculates the cull correctly, regardless of camera world position, zoom or rotation. Fix #5570 (thanks @​hendrikras)
  • Math.ToXY will now return an empty Vector 2 if the index is out of range, where before it would return the input Vector2 (thanks @​Trissolo)
  • The UpdateList.shutdown method will now remove the PRE_UPDATE handler from the ProcessQueue correctly (thanks @​samme)
  • When loading a Video with a config object, it would not get the correct key value from it (thanks @​mattjennings)

... (truncated)

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Removes [json5](https://github.com/json5/json5). It's no longer used after updating ancestor dependency [phaser](https://github.com/photonstorm/phaser). These dependencies need to be updated together.


Removes `json5`

Updates `phaser` from 3.23.0 to 3.55.2
- [Release notes](https://github.com/photonstorm/phaser/releases)
- [Changelog](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md)
- [Commits](phaserjs/phaser@v3.23.0...v3.55.2)

---
updated-dependencies:
- dependency-name: json5
  dependency-type: indirect
- dependency-name: phaser
  dependency-type: direct:production
...

Signed-off-by: dependabot[bot] <[email protected]>
@dependabot dependabot bot added the dependencies Pull requests that update a dependency file label Jan 1, 2023
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