_Bastler
9c392856eb
Merge branch 'develop' of github.com:thecodingmachine/workadventure into develop
2021-05-15 18:57:25 +02:00
_Bastler
d6e99d5f4d
fix overlay + typing focus
2021-05-14 11:59:38 +02:00
David Négrier
fe573893a1
Merge pull request #1039 from thecodingmachine/importsNotUsedAsValues
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Setting "importsNotUsedAsValues": "error"
2021-05-13 19:43:34 +02:00
_Bastler
19a56f9d3b
fix joystick
2021-05-13 19:07:04 +02:00
_Bastler
1f5af5199d
animated tiles
2021-05-13 15:24:35 +02:00
_Bastler
6e9b2e8d31
merge develop, add animated tiles
2021-05-13 15:09:02 +02:00
GRL
43aad4ab14
phaserLayers managed by Gamemap
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Implementation of LayersFlattener
Implementation of Setting properties of a layer form script
Update show/hide layer form script
Update unit test of LayersIteratorTest
2021-05-12 14:30:12 +02:00
David Négrier
8c1e01566a
Upgrading all dependencies in front
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Upgrading to Webpack 5, Typescript 4, ...
2021-05-12 10:35:14 +02:00
David Négrier
4d4f845b9e
Setting "importsNotUsedAsValues": "error"
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Turning the "importsNotUsedAsValues" TS config value to "error".
This will require us to use `import type` instead of `import` when we are importing a value that is only used as a type (and therefore that is dropped by the Typescript compiler).
Why this change?
This is a requirement to be able to use Svelte in the future. See https://github.com/sveltejs/svelte-preprocess/issues/206#issuecomment-663193798
2021-05-12 09:13:25 +02:00
_Bastler
e9baef5963
merge
2021-05-11 20:18:12 +02:00
David Négrier
d2b122efe5
Merge pull request #1035 from thecodingmachine/improveDirtyScene
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FIX: trackDirtyAnims now listen to more generic events
2021-05-11 17:08:29 +02:00
kharhamel
4ec5ad9e33
FIX: trackDirtyAnims now listen to more generic events
2021-05-11 16:44:31 +02:00
David Négrier
0c279750be
Merge branch 'master' of github.com:thecodingmachine/workadventure into develop
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# Conflicts:
# front/src/Phaser/Game/GameScene.ts
2021-05-11 16:43:34 +02:00
_Bastler
8c3216dd3d
Merge branch 'develop' of github.com:thecodingmachine/workadventure into develop
2021-05-11 14:53:24 +02:00
David Négrier
ad39b43df3
Closing game webcame in Jitsi
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When stepping in Jitsi, the game webcam (from mediaManager) was not shut down.
And when enabling/disabling the webcam in Jitsi, the webcam in mediaManager was also
enabled/disabled. This PR fixes those issues.
It also fixes a race condition when closing a Jitsi where the mic/cam would be enabled at the same time.
2021-05-11 14:52:51 +02:00
Kharhamel
78d4985d10
Merge pull request #1028 from thecodingmachine/fixOnMapExit
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FIX: triggering a map transition now ignores other map transitions for 500ms
2021-05-11 14:21:06 +02:00
_Bastler
e42e1f36b4
Merge branch 'develop' of github.com:thecodingmachine/workadventure into develop
2021-05-11 12:01:25 +02:00
kharhamel
f044b3d249
FIX: triggering a map transition now ignores other map transitions for 500ms
2021-05-11 11:05:05 +02:00
David Négrier
23bf78a026
Refactoring code to use the "visibilitychange" event
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Using the "visiblitychange" event instead of relying on a "trick" related to RAF being disabled when a window is not open allows us to have cleaner code.
Bonus: the recursive call to "setTimeout" is gone, so the stacktrace growing indefinitely is gone too.
This should make the application a bit more stable.
2021-05-11 10:56:50 +02:00
jonny
8cef4f6e90
Merge remote-tracking branch 'remotes/workadventure-main/develop' into gamestate-api-read
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# Conflicts:
# front/src/Api/IframeListener.ts
2021-05-10 21:48:11 +02:00
jonny
8e136cebe8
added callback on playermove - gets quite delayed after walking for a few seconds
2021-05-10 21:27:17 +02:00
grégoire parant
bd4cf5d7f7
Fix error context sound meter ( #1009 )
2021-05-10 19:55:43 +02:00
David Négrier
0411d5e493
Fixing "camera popup" always display on resize
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This fixes a bug where the "camera popup" window was always displayed when the screen was resized.
2021-05-10 19:05:01 +02:00
GRL
cd2d090a8b
Merge branch 'develop' of github.com:thecodingmachine/workadventure into metadataScriptingApi
2021-05-10 11:46:16 +02:00
GRL
841bf29764
auto update show/hide layer
2021-05-10 11:20:07 +02:00
jonny
ce0c7ea3eb
Merge remote-tracking branch 'remotes/workadventure-main/develop' into gamestate-api-read
2021-05-10 10:01:53 +02:00
jonny
a5260c0831
Merge remote-tracking branch 'remotes/workadventure-main/develop' into load-page-api
2021-05-10 09:58:59 +02:00
jonny
46996f7049
moved event trigger out of index array
2021-05-10 01:34:33 +02:00
jonny
8db72d2dfd
refactored to Array of tile
2021-05-10 01:34:32 +02:00
jonny
bed45a8310
cherry pick conflicts
2021-05-10 00:31:54 +02:00
jonny
ffe03d40f5
option to update tile
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# Conflicts:
# front/src/Api/Events/ApiUpdateTileEvent.ts
# front/src/Api/IframeListener.ts
# front/src/Phaser/Game/GameScene.ts
2021-05-10 00:30:32 +02:00
_Bastler
deac58ebc7
merge into develop
2021-05-08 20:05:08 +02:00
jonnytest1
2922ae4603
Merge branch 'develop' into menu-command-api
2021-05-07 19:59:58 +02:00
DESKTOP-FMM8UI0\CLV
e655edd9bd
export class Popup and Soud of Iframe Api
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let become const in SoundManager
2021-05-07 17:03:07 +02:00
David Négrier
5605e63e5f
Merge pull request #998 from thecodingmachine/skiprender2
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Skip "render" if nothing changed on screen (2)
2021-05-07 15:44:08 +02:00
Gregoire Parant
62a6eabc88
Merge branch 'master' into develop
2021-05-07 00:07:43 +02:00
grégoire parant
0e32238505
HotFix custom WOKA ( #999 )
2021-05-06 19:58:08 +02:00
David Négrier
6b4d064f19
Merge branch 'develop' of github.com:thecodingmachine/workadventure into skiprender2
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# Conflicts:
# front/src/Phaser/Game/GameScene.ts
# front/src/index.ts
2021-05-06 16:25:13 +02:00
David Négrier
189dba2e21
Fixing memory leak when switching scenes
2021-05-06 15:38:24 +02:00
David Négrier
3b5f105daf
Setting the dirty state automatically when there is an animation frame
2021-05-06 15:38:22 +02:00
David Négrier
0c5e5ef578
Skip "render" if nothing changed on screen
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For each requested animation frame (RAF) in Phaser, Phaser calls the "update" method, then the "render" method of each scenes.
The "render" method takes some time (and energy) to perform the rendering.
The fact is we probably don't need to call "render" if nothing changed on the screen (which happens most of the frames in a typical WorkAdventure game).
This commit is therefore overloading the "Game" class of Phaser to add a "dirty" flag.
Scenes can now add a "isDirty()" method. If all displayed scenes are pristine (not dirty), Phaser will skip rendering the frame altogether.
This saves "a lot" of energy, resulting in laptops that are not overheating when using WorkAdventure \o/
2021-05-06 15:36:45 +02:00
David Négrier
3751b0e2bc
Removing RESOLUTION and ZOOM_LEVEL settings: they are no more needed or supported
2021-05-05 17:11:03 +02:00
David Négrier
7ae66a63a4
Refactoring centering of DOM elements
2021-05-05 17:10:39 +02:00
David Négrier
04448c3c50
Fixing button position in webcam setting page
2021-05-05 15:46:02 +02:00
David Négrier
cd2873e9d3
Fixing CI
2021-05-05 13:14:00 +02:00
David Négrier
bede7abdd8
Removing mousewheel to up down plugin
2021-05-05 12:15:13 +02:00
David Négrier
10bd073b7d
Fixing center computation of popup
2021-05-05 12:12:56 +02:00
David Négrier
82073098e0
Merge branch 'develop' of github.com:thecodingmachine/workadventure into resolution
2021-05-05 11:01:11 +02:00
David Négrier
a6ad1674e3
Fixing broken resize
2021-05-05 09:51:04 +02:00
David Négrier
f66e69cb75
Improving pinch (virtual joystick stops when pinch begins)
2021-05-05 09:35:24 +02:00