Commits
closes https://github.com/excaliburjs/Excalibur/issues/3468
Forces cleared actions to stop properly, including sequences, and handle repeating
## Changes:
- Upgrade to latest vitest
- Post image diffs on failure!
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Small tweak to the pause component, makes it no longer a required component, but an excluded one. This makes it harder to forget to configure pause correctly, and it's faster because there is no last minute pause decision during system eval.
update docs + defaults actor canPause=true screenElement canPause=false
fixes: #3748
## Changes:
- Switches out renderer to correct one, oversight from renderer refactoring
- Removes mem allocations in the hot particle draw loop
* fix: Enhance pointer event handling by adding coordPlane check for graphics tracking, also added world to screen space conversion on pointer event check
* convert to c-style loop
* speed madness
* fix c-style-loop
* back out bounding box types
* revert
* remove commented code
---------
Co-authored-by: Erik Onarheim <erik.onarheim@gmail.com>
Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
Co-authored-by: Premsugeendran <premsugeendran23@gmail.com>
Add GamepadEvents to the public exports in the engine's main entry point. This makes the GamepadEvents class available to consumers of the Excalibur library, allowing them to access gamepad-related event types and utilities.
Closes #3730
## Changes:
- "pointerleave" now only fires when the click that was released was a pen or touch event.
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Closes #3728
## Changes:
-Added buttondown and buttonup event to gamepad
-Added unit tests for new events.
-Fixed a bug(?) in mock.ts where the buttons array wasn't initializing correctly.
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Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
Small tweak to the pause component, makes it no longer a required component, but an excluded one. This makes it harder to forget to configure pause correctly, and it's faster because there is no last minute pause decision during system eval.
update docs + defaults actor canPause=true screenElement canPause=false
* fix: Enhance pointer event handling by adding coordPlane check for graphics tracking, also added world to screen space conversion on pointer event check
* convert to c-style loop
* speed madness
* fix c-style-loop
* back out bounding box types
* revert
* remove commented code
---------
Co-authored-by: Erik Onarheim <erik.onarheim@gmail.com>