chore(deps): update dependency pixi.js to v8#12
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This PR contains the following updates:
^7.0.0→^7.0.0 || ^8.0.0^7.4.0→^8.0.0Release Notes
pixijs/pixijs (pixi.js)
v8.19.0Compare Source
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Changed
🚨 Behavior Change
Container.updateTransform({ scaleX: 0, scaleY: 0 })previously coerced a zero scale to1(the code usedopts.scaleX || 1), so passing0left the container at full size. It now applies zero scale literally, matchingscale.set(0, 0). If you relied onupdateTransformignoring a zero scale, stop passing0when you mean full scale.ParticleContainernow respects the blend mode inherited from its ancestors. Previously the render pipe read the container's own localblendModeinstead of the resolvedgroupBlendMode, so setting e.g.stage.blendMode = 'add'had no effect on particles. Particles nested under a parent with a non-default blend mode will now render differently (e.g. additive brightening) where they were silently ignored before. AblendModeset directly on theParticleContaineris unchanged.FillPatterngains atextureSpaceoption ('global' | 'local'), while fixing several long-standing pattern/gradient sizing bugs.textureSpacedefaults to'global', so patterns now tile continuously across adjacent shapes instead of remapping per shape;setTransform(matrix)now applies the matrix you pass directly (it previously inverted and rescaled it by the texture size); andtextureSpace: 'local'radial gradients now scale to the gradient's outer radius. Existing pattern fills and local radial gradients can render differently.If you hand-compensated for the old
setTransformbehavior (pre-inverting or scaling by texture size), remove that compensation. The legacy positionalnew FillPattern(texture, repetition)form still works.🎁 Added
pixi.js/html-sourcesubpath renders live DOM elements into PixiJS textures while the element stays fully interactive in the browser (inputs editable, links clickable, CSS animations running). UseHTMLSourcefor a live element orElementImageSourcefor an immutable snapshot. The element must be a direct child of the Pixi canvas. Importing the subpath also registers a lowest-priorityTexture.fromfallback for generic HTML elements, so it cannot affect apps that don't import it.transientflag so the WebGPU backend can discard the MSAA buffer at the end of a render pass (storeOp: 'discard') instead of writing it back to memory, and keep MSAA contents in tile memory on TBDR mobile GPUs whereGPUTextureUsage.TRANSIENT_ATTACHMENTis available. This cuts memory bandwidth for single-pass MSAA render targets. Only set it on antialiased textures that follow a single-pass-then-discard pattern; a laterloadOp: 'load'on a transient attachment yields undefined contents. Default isfalse, so existing code is unaffected. A WebGPU-onlyrenderer.device.extensions.transientAttachmentprobe reports device support.🐛 Fixed
🧹 Chores
skills/in the published npm package, available atnode_modules/pixi.js/skills/after install.New Contributors
Full Changelog: pixijs/pixijs@v8.18.1...v8.19.0
v8.18.1Compare Source
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🐛 Fixed
Application.domContainerRootin Node.js by @UlyssesZh in #12017v8.18.0Compare Source
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🚨 Behavior Change
text.widthand word wrap returning incorrect values by @Zyie in #12007Text/HTMLText/BitmapTextwithwordWrap: trueand non-leftalign(center/right/justify) now return the true rendered width fromtext.widthinstead of reportingwordWrapWidth. If you relied ontext.width === wordWrapWidthfor layout, usewordWrapWidthdirectly or wrap the text in a sized container.🎁 Added
graphicsContextToSvg()for Graphics → SVG export by @GoodBoyDigital in #11989graphicsContextToSvg(source, precision?), a pure function that serializes aGraphicsorGraphicsContextto a self-contained SVG string. Supports rects, circles, ellipses, rounded rects, polygons, bezier/quadratic/arc paths, strokes, holes (viafill-rule="evenodd"), and linear/radial gradients.setMask()gains achanneloption ('red' | 'alpha') to pick which texture channel drives visibility, matching how design tools like Figma apply PNG masks. Default remains'red'.preferenceto accept an array of renderer types by @Zyie in #11963autoDetectRendererandApplication.initnow accept an array of renderer names forpreference, letting you restrict the fallback chain (e.g. disable WebGPU entirely) rather than only reorder it. A newRendererPreferencetype is exported.app.domContainerRootby @carlos22 in #11974Applicationexposes a read-onlydomContainerRootgetter returning theHTMLDivElementthat wraps allDOMContainerelements, so apps can add CSS classes, inline styles, or customize the DOM overlay root.widthoption toMeshRopeby @mehmetcanakbay in #11990MeshRopenow accepts an explicitwidthfor rope thickness, decoupling it from the texture's height. Omittingwidthpreserves the previoustexture.heightdefault.renderer.generateTexture()accepts adefaultAnchoroption that's forwarded onto the producedTexture.RenderTexture.create()also gains atextureOptionsparameter to pass through fields likedefaultAnchorto the underlyingTexture.🐛 Fixed
_applyMipRangefor single-mip textures (iOS 18.0–18.1) by @GoodBoyDigital in #11985TextureMatrixwhen pooled textures reuse the same reference by @GoodBoyDigital in #11997GraphicsPath.transform()switch statement by @Zyie in #11996text.widthand word wrap returning incorrect values by @Zyie in #12007<characters inparseTaggedTextby @glennflanagan in #11972CanvasFilterSystemto the filters module by @Zyie in #12014SplitTextbaseline mismatch whentagStylesused withlineHeightby @Zyie in #12008TilingSprite.tilePositiondivided by resolution when using Canvas renderer by @Zyie in #11957CanvasFilterSystemto filters module by @Zyie in #12014🧹 Chores
@xmldom/xmldomto 0.8.12 by @Zyie in #12016New Contributors
v8.17.1Compare Source
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🐛 Fixed
@0.75x) by @Zyie in #11960🧹 Chores
v8.17.0Compare Source
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🚨 Behavior Change
BlurFilternow uses an optimized halving strength scheme by default, which changes visual output compared to previous versions. Setlegacy: trueto restore the old behavior.align: 'justify'now useswordWrapWidthfor width calculation instead ofmaxLineWidth, matching CSS behavior. The last line is no longer stretched.breakWords: trueinHTMLTextnow correctly uses CSSword-break: break-wordinstead ofbreak-allto match behavior of other text renderers.🎁 Added
SplitTextnow supportstagStyles, so styled runs (e.g.<red>Hello</red> <blue>World</blue>) are correctly split into per-characterTextobjects with individual styles preserved.whiteSpacemodes (normal,pre,nowrap,pre-line,pre-wrap) with proper space/newline collapsingalign: 'justify'by distributing extra word spacingbluranddistanceproportionally to font sizexAdvancenow uses true advance width frommeasureText()instead of bounding-box widthfontScalein dynamic bitmap fonts🐛 Fixed
🧹 Chores
New Contributors
v8.16.0Compare Source
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🚨 Behavior Change
SplitTextnow more accurately splitsTextacross a wider range ofTextStyleconfigurations. This may result in slight changes to character positioning.SplitText.fromfrom an existingTextnow correctly transfers the source anchor to the new instance by mapping the anchor to pivot coordinates. This changes layout and positioning compared to previous behavior.SplitBitmapTextnow correctly defaults to awhitefill, matching the behavior ofBitmapText.HTMLTextnow correctly respectsbreakWordsand no longer cuts off words that exceedwordWrapWidth.HTMLTextnow respects the alpha value of its fill and stroke.Textnow correctly aligns when usingalign: 'right'oralign: 'center', resulting in a small positional adjustment.Container.cullAreais now correctly interpreted in the container’s local coordinate space and transformed to global coordinates before culling checks.graphics.texture(texture, 0x000000)will now correctly apply a black tint🎁 Added
Text/HTMLText,BitmapTextsupport coming soontext.styleChanged()🐛 Fixed
🧹 Chores
New Contributors
v8.15.0Compare Source
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🎁 Added
TextureGCSystem/RenderableGCSystemin favor ofGCSystem.You can now manually unload a node by calling its
unloadmethod. This releases any GPU resources associated with the node. The node can still be used afterward—it will be re-created automatically when needed.feat: move GPU context storage to GraphicsContext._gpuData by @Zyie in #11763
feat: move GPU data to Geometry._gpuData by @Zyie in #11772
feat: move GPUData to TextureSource by @Zyie in #11774
feat: move GL/GPU buffer storage to Buffer._gpuData and manage buffers list by @Zyie in #11775
feat: add descriptive names GCManagedHash by @Zyie in #11811
feat: update text GPU lifecycle and resolution updates by @Zyie in #11781
🐛 Fixed
🧹 Chores
New Contributors
v8.14.3Compare Source
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🐛 Fixed
v8.14.2Compare Source
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v8.14.1Compare Source
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🧹 Chores
v8.14.0Compare Source
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Changed
🎁 Added
throw,skip, andretrythrow: The default strategy and matches the behavior of previous versions. With this strategy enabled any asset that fails to load will throw an error and the promise will reject.skip: If any asset fails to load not error is thrown and the loader continues to load other assetsretry: Allow for multiple attempts at loading an asset before an error is thrown. The number of attempts and the delay between attempts are configurableprogressSizewhen loading assets to get a more accurate loading percentage. If no size is provide the default value is 1.Configuration
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