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Update dependency phaser to v4#3786

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Update dependency phaser to v4#3786
renovate[bot] wants to merge 1 commit intomasterfrom
renovate/phaser-4.x

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@renovate renovate Bot commented Apr 16, 2026

This PR contains the following updates:

Package Change Age Confidence
phaser (source) ~3.90.0~4.1.0 age confidence

Release Notes

phaserjs/phaser (phaser)

v4.1.0: Phaser v4.1.0

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Version 4.1.0 - Salusa - 30th April 2026

New Features
  • RenderConfig#mipmapRegeneration option allows certain framebuffer-based objects to use mipmaps if the game is configured to use mipmaps. This has a cost because mipmaps must be recreated after every change. Currently it only applies to DynamicTextures; Filters cannot render mipmaps. Thanks @​Flow!
  • Layer is now a true GameObject. This fixes numerous small inconsistencies, and some big issues such as Filters not working. Thanks @​rexrainbow for reporting the initial issue!
  • The base filter Controller now has getPaddingCeil(), which returns the ceiling of the current padding. This is mostly used internally to avoid quality loss from fractional padding. If your code calls getPadding() on a filter controller (typically in a custom render node), you should replace it with getPaddingCeil().
Fixes
  • Fix reversions in rounded rectangle handling. Thanks @​laineus!
  • Remove duplicate function definition and exposed internal code docs from RectangleCanvasRenderer.
  • Fix duplicate texture name resulting from RenderTexture#saveTexture. Thanks @​UnaiNeuronUp!
  • Fix framebuffers (in filters and DynamicTextures) using mipmaps incorrectly. Now filters do not render with mipmaps. Thanks @​Flow!
  • Fix lack of default export in ESM build. Thanks @​kibertoad!
  • Fix lack of Class and LOG_VERSION export in ESM build. Thanks to many users including @​Flow and @​rex for helping investigate this!
  • Fix Utils.Array.GetRandom often returning null if only startIndex was specified. Now it always returns an array element if part of the array is within range, as documented.

v4.0.0: Phaser v4.0.0

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After years of development, Phaser 4 is here. This is the biggest release in Phaser's history - a ground-up rebuild of the WebGL renderer with a completely new architecture, while keeping the API you know and love.

Highlights

  • New Render Node Architecture - The v3 pipeline system has been replaced with a clean, node-based renderer. Each render node handles a single task, WebGL state is fully managed, and context restoration is built in. Faster, more reliable, and much easier to extend.
  • Unified Filter System - FX and Masks from v3 are now a single, powerful Filter system. Apply filters to any game object or camera with no restrictions. Ships with Blur, Glow, Shadow, Pixelate, ColorMatrix, Bloom, Vignette, Wipe, ImageLight, GradientMap, Quantize, Blend, and many more.
  • SpriteGPULayer - Render a million sprites in a single draw call, up to 100x faster than standard rendering. GPU-driven animations on position, rotation, scale, alpha, tint, and frame.
  • TilemapGPULayer - Render an entire tilemap layer as a single quad. Per-pixel shader cost means up to 4096 x 4096 tiles with no performance penalty. Perfect texture filtering with no seams.
  • Overhauled Tint System - Six tint modes: MULTIPLY, FILL, ADD, SCREEN, OVERLAY, HARD_LIGHT. Color and mode are now separate concerns.
  • New Game Objects - Gradient, Noise (Cell 2D/3D/4D, Simplex 2D/3D), CaptureFrame, and Stamp.
  • Improved Lighting - As simple as sprite.setLighting(true). Self-shadows, explicit light height, works across most game objects.
  • Shader and TileSprite Improvements - Cleaner config-based Shader API, #pragma GLSL directives, TileSprite now supports atlas frames and tile rotation.
  • AI Agent Skills - 28 comprehensive skill files included in the repository covering every major Phaser subsystem, plus a dedicated v3 to v4 migration skill. Point your AI coding agent at the skills/ folder for deep Phaser 4 knowledge.

Install

npm install phaser

Links

Thank You

Phaser wouldn't have been possible without the fantastic support of the community. Thank you to everyone who supports our work, who shares our belief in the future of HTML5 gaming, and Phaser's role in that.

Happy coding everyone!

Rich and the whole team at Phaser Studio


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This PR was generated by Mend Renovate. View the repository job log.

@renovate renovate Bot added the dependencies This pull request updates dependency files label Apr 16, 2026
@renovate renovate Bot force-pushed the renovate/phaser-4.x branch 10 times, most recently from c4ae4e7 to cb11d55 Compare April 22, 2026 07:58
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coveralls commented Apr 22, 2026

Coverage Report for CI Build 25491604513

Coverage remained the same at 41.554%

Details

  • Coverage remained the same as the base build.
  • Patch coverage: No coverable lines changed in this PR.
  • No coverage regressions found.

Uncovered Changes

No uncovered changes found.

Coverage Regressions

No coverage regressions found.


Coverage Stats

Coverage Status
Relevant Lines: 13947
Covered Lines: 6246
Line Coverage: 44.78%
Relevant Branches: 7146
Covered Branches: 2519
Branch Coverage: 35.25%
Branches in Coverage %: Yes
Coverage Strength: 28.24 hits per line

💛 - Coveralls

@renovate renovate Bot force-pushed the renovate/phaser-4.x branch 10 times, most recently from 7f43b07 to a291e66 Compare April 27, 2026 05:41
@renovate renovate Bot force-pushed the renovate/phaser-4.x branch 8 times, most recently from 9927f42 to 638bae0 Compare May 5, 2026 04:46
@renovate renovate Bot force-pushed the renovate/phaser-4.x branch 10 times, most recently from 8f22657 to c4c96b0 Compare May 6, 2026 15:32
@renovate renovate Bot force-pushed the renovate/phaser-4.x branch from c4c96b0 to ee2fe27 Compare May 7, 2026 10:56
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