Releases: pixijs/pixijs
v8.1.1
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Changed
🐛 Fixed
- Fix: issue with local bounds cache not being invalidated when a child is removed by @GoodBoyDigital in #10488
- Fix: sub-textures on
BitmapFont
regression by @alvov-evo in #10494 - Fix: stroke rendering on Graphics when width is set to 0 by @GoodBoyDigital in #10496
- Fix: padding issue on text by @GoodBoyDigital in #10498
- Fix: containsPoint on Mesh if no index buffer is set by @GoodBoyDigital in #10499
- Fix: graphics blend mode not being set correctly for large Graphics by @GoodBoyDigital in #10480
- Fix: bind to default framebuffer only when copying from main canvas by @ShukantPal in #10486
- Fix: Throw error when no Renderer is available by @bigtimebuddy in #10434
- Fix: destroying the render texture frambuffers correctly by @GoodBoyDigital in #10437
- Fix: overlay blend mode to be consistent with photoshop by @skyfish-qc in #10469
- Fix: onRender being called twice when converted to a renderGroup by @GoodBoyDigital in #10490
- Fix: graphics tint using mix instead of multiply by @GoodBoyDigital in #10481
- Fix: update
getTexture
API to be consistent with HTMLText by @GoodBoyDigital in #10431
New Contributors
- @alvov-evo made their first contribution in #10494
- @skyfish-qc made their first contribution in #10469
v8.1.0
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Changed
🚨 NOTE 🚨
In this update, we've opted to switch the default renderer from WebGPU to WebGL when utilizing autoDetectRenderer
. This decision stems from a few reports highlighting inconsistent behavior with WebGPU across various browsers. While we're enthusiastic about WebGPU, browser compatibility still needs to mature.
By defaulting to WebGL, we are aiming to ensure a smoother and more consistent experience for the majority of users, minimizing the potential for disruptions.
This change should be seamless transition for most users and If you still want to use the WebGPU
renderer then you can easily do so:
await app.init({
// ... other renderer options
preference: 'webgpu'
})
🎁 Added
- Feat: add generic typing for container children by @Julien-Marcou in #10307
- Feat: INT attribute format for WebGL2 by @ivanpopelyshev in #10347
- Feat: add dts bundling by @Zyie in #10286
🐛 Fixed
- Fix: Change WebGL to default renderer by @GoodBoyDigital in #10367
- Fix:
Polygon.__proto__.strokeContains
skips checking last line segment whenthis.closePath
false by @naramdash in #10423 - Fix: roundPixels offset by @GoodBoyDigital in #10389
- Fix: expose AttributeOptions by @ivanpopelyshev in #10407
- Fix: tiling sprite transform not updating correctly by @GoodBoyDigital in #10409
- Fix: webgl-1 support by @GoodBoyDigital in #10410
- Fix: requestVideoFrameCallback being called on wrong object by @Zyie in #10415
- Fix: apply defaultAnchor for sprite if present by @GoodBoyDigital in #10417
- Fix: release resources from bind groups when they are destroyed by @GoodBoyDigital in #10414
v8.0.5
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Changed
🐛 Fixed
- Fix: uv updates by @GoodBoyDigital in #10379
- Fix: filter is not taking the RenderTexture's frame's offset into account when being applied by @GoodBoyDigital in #10387
- Fix: Mesh.destroy throws error when not using batch mode by @codedpalette in #10394
- Fix: stencil mask not resetting correctly on context loss by @GoodBoyDigital in #10390
- Fix: NoiseFilter ignoring uniforms by @codedpalette in #10395
- Fix: default address mode by @GoodBoyDigital in #10408
New Contributors
- @codedpalette made their first contribution in #10394
v8.0.4
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Changed
🐛 Fixed
v8.0.3
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Changed
🐛 Fixed
- Fix: export jpg format error(v8) by @yungzhu in #10316
- Fix: HTML Text font loading by @GoodBoyDigital in #10329
- Fix: ICanvasRenderingContext2D extending letterSpacing by @bigtimebuddy in #10337
- Fix: Clean white implementation by @ivanpopelyshev in #10340
- Fix: typo in the vertex shader of the bigTriangleProgram by @Kurtil in #10343
- Fix: destroying GpuBufferSystem by @GoodBoyDigital in #10348
- Fix: calling WebGL2RenderingContext directly by @Zyie in #10351
- Fix: allow for optional destruction of textStyle by @GoodBoyDigital in #10355
- Fix: performance for setting textures in WebGL by @GoodBoyDigital in #10346
New Contributors
v7.4.2
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Development Build:
- https://pixijs.download/v7.4.2/pixi.js
- https://pixijs.download/v7.4.2/pixi.mjs
- https://pixijs.download/v7.4.2/pixi-legacy.js
- https://pixijs.download/v7.4.2/pixi-legacy.mjs
- https://pixijs.download/v7.4.2/webworker.js
- https://pixijs.download/v7.4.2/webworker.mjs
Production Build:
- https://pixijs.download/v7.4.2/pixi.min.js
- https://pixijs.download/v7.4.2/pixi.min.mjs
- https://pixijs.download/v7.4.2/pixi-legacy.min.js
- https://pixijs.download/v7.4.2/pixi-legacy.min.mjs
- https://pixijs.download/v7.4.2/webworker.min.js
- https://pixijs.download/v7.4.2/webworker.min.mjs
Documentation:
Changed
🐛 Fixed
- Fix: Worker ReferenceError in Node.js (#10227) @SuperSodaSea
- Fix: ICanvasRenderingContext2D extending letterSpacing (#10338) @bigtimebuddy
- Fix: Assets resolver priorities and compressed texture support in Spritesheet (#10217) @ddenisyuk
- Fix: Compressed textures priorities (#10218) @ddenisyuk
🧹 Chores
- Chore: Updated example for PIXI.Geometry (#10225) @himakhaitan
- Chore: Update readme links (#10245) @bigtimebuddy
- Chore: Create v7.x dist-tag to not overwrite latest (#10272) @bigtimebuddy
v8.0.2
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Changed
🐛 Fixed
- Fix: Assets not unloading all textures by @GoodBoyDigital in #10309
- Fix: allow meshes to have textures from sprite sheets by @GoodBoyDigital in #10313
- Fix: html text was not rendering all the time by @GoodBoyDigital in #10314
- Fix: shader preprocessor to support older chrome versions by @dragoon in #10320
- Fix: multilayered stencil mask issue by @GoodBoyDigital in #10323
🧹 Chores
- Chore: Fix docs for WebGLOptions and WebGPUOptions by @Zyie in #10312
- Chore: Modernize README by @bigtimebuddy in #10322
New Contributors
v8.0.1
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Changed
🐛 Fixed
- Fix: setting fill 0x0 on BitmapText by @Zyie in #10277
- Fix: circular deps by @GoodBoyDigital in #10280
- Fix: type errors by @Zyie in #10281
- Fix: removeChild bug by @GoodBoyDigital in #10282
- Fix: respect the user-input for filters and don't freeze by @bigtimebuddy in #10283
- Fix: allowing PointData for graphics.poly by @Zyie in #10279
- Fix: text measurement issue by @GoodBoyDigital in #10291
- Fix: applying alpha on the stage by @GoodBoyDigital in #10292
- Fix: add missing resize event by @Zyie in #10297
- Fix: graphics chaining by @Zyie in #10278
- Fix: graphics buffers compounding in size by @GoodBoyDigital in #10289
- Fix: filter.enabled not working by @GoodBoyDigital in #10294
🧹 Chores
- Chore: tests failing locally by @Zyie in #10298
- Chore: updated docs for filters, removed ShockwaveFilter mention by @bigtimebuddy in #10287
v8.0.0
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Changed
🎉 v8 🎉
It's hard to believe that PixiJS has been part of the open-source community for a whopping ten years. In that time, the digital landscape has evolved tremendously, and so has PixiJS. We've seen significant updates, like the transition to TypeScript, and we've overhauled major parts of the engine, such as asset loading and WebGL integration.
Now, we're thrilled to unveil PixiJS v8, arguably our most substantial update ever. and we can't wait to see what you will do with it!
🧭 Migration Guide
We create a post here to address some of the breaking changes introduced in v8. If you are upgrading or considering upgrading, please review the guide.
👏 Contributors (14)
- @GoodBoyDigital
- @Zyie
- @bigtimebuddy
- @ShukantPal
- @SuperSodaSea
- @achamas-playco
- @pagoru
- @yungzhu
- @bbazukun123
- @huxinfeng
- @minetoblend
- @zjkmxy
- @YunYouJun
- @ddenisyuk
A huge thank to everyone here that helped us get to this latest release, all your hard work is greatly appreciated!
Also thank you to our discord members without who we couldn't have shipped this version as confidently as we are. You have all been amazing and we look forward to continuing on improving PixiJS for many more years to come.
v8.0.0-rc.11
ℹ️ INFO
If you have any questions or issues we are actively monitoring our discord and github issues!
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- https://pixijs.download/v8.0.0-rc.11/docs/index.html
- Note: Documentation is still a WIP
Changed
🔥 Breaking
For users who have already migrated to v8, this release includes one small breaking changes.
- Breaking: rename
renderTargetDescriptor
torenderTargetOptions
by @GoodBoyDigital in #10237
Old:New:RenderTarget.defaultDescriptor.resolution = 1;
This change now makes the API consistent with the rest of v8 that usesRenderTarget.defaultOptions = 1;
defaultOptions
🎁 Added
🐛 Fixed
- Fix: canvas texture not updating by @GoodBoyDigital in #10236
- Fix: Make filters setting immutable by @bigtimebuddy in #10238
- Fix: gl depth on creation by @GoodBoyDigital in #10242