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Catch up with upstream. #31
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This is only an issue on dynamic targets (Neko, HTML5). closes #1835
The accelerateFromAngle function has a problem in that if sine or cosine of the angle is negative, then the maximum velocity will end up being negative, which it's never supposed to be. For example, If your current velocity was 10, and you wanted a limit of 100; depending on the angle of rotation you can suddenly end up with a maximum velocity of -100. This makes your velocity of 10 look to be 110 over the maximum. Then you get an extreme change of velocity. In the app I was working on I ended up with a constant oscillation between -100 and +100 from one frame to the next. Adding the Math.abs functions inside accelerateFromAngle, fixes this.
With hscript version >= 2.0.5 compiling with -DhscriptPos gives compilation error: flixel/4,0,1/flixel/system/debug/console/ConsoleUtil.hx:156: characters 9-42 : Class<hscript.Error> has no field EInvalidAccess The proposed fix uses the error() method now defined in hscript's Interp class (following usage in hscript's Interp.hx)
The description of time was a bit wordy.
Removed annoying trace in FlxTileFrames.
- less redundancy in addQuad() by using a helper method - less nesting by inverting an if in render()
+ minor cleanup in FlxTween
This was accidentally removed in #1848.
- added unit tests to ensure consistent behavior - fixed drawDebug's value changing after the signal is dispatched - removed inline from setters (too complex)
This happened only if Git was not available on the command line, which led to a "process creation failure" exception. This meant that the macro wouldn't return to the previous working directory, throwing off Lime's build process. Caused by 00a39e6.
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