# Phaser 4 Changelog ## Version 4.2.0 - Giedi - 19th June 2026 ### New Features - New game config options: - `render.alphaStrategy`: hint to shaders to handle alpha in different ways. - `render.stencil`: disable stencil buffer creation in a game, saving memory. - `render.stencilAlphaStrategy`: set the default alpha strategy used within `Stencil` objects, where regular alpha does nothing. - `CustomContext` game object is a container which can modify the `DrawingContext` at render time. This is an advanced rendering technique which reaches into the deep settings of the renderer. Potential uses include: - Toggling stencil testing - Selectively activating alpha handling strategies - Freehand GL scissor modification - `Mesh2D` game object renders textured triangles. It batches with regular sprites. - `Mesh2D#buildOrderedIndices` precomputes an optimized index list (`Mesh2D#indicesOrdered`) which arranges triangles into quad-forming pairs, synthesizing degenerate triangles where a triangle has no edge-sharing partner. You choose the optimization strategy (`0` fast, `1` medium, `2` high), paying the cost once when the topology is stable. Use `Mesh2D#useOrderedIndices` (and `Mesh2D#setUseOrderedIndices`) to toggle between the ordered and unordered lists without rebuilding. - `Mesh2D#renderAsTriangles` (and `Mesh2D#setRenderAsTriangles`) renders the mesh as individual triangles via the new `BatchHandlerTri` render node, which is suitable for dynamic topology that cannot be optimized into quads. - `BatchHandlerTri` render node draws individual textured triangles (`gl.TRIANGLES`) as a batch. It extends `BatchHandlerQuad`, reusing its shader, vertex layout, and texture handling, and adds a `batchTriangles` method which accepts vertex and index arrays directly. - `TransformerVertex` render node now splits its per-vertex `run` into `setupMatrix` (build the transform matrix once per GameObject) and `transformVertex` (project a single vertex with the cached matrix). Mesh rendering uses this to avoid rebuilding the transform matrix for every vertex. `run` is unchanged for existing callers. - `Stencil` game object is a container whose contents modify the stencil buffer. This is a fast way to persistently mask the game canvas. There are many ways to combine stencils. The default approach is to add layers to the stencil mask. - Unlike stencil masks in Phaser 3, Stencil objects are universal, persistent, and support anything as a stencil source, so long as it draws pixels. Use sprites and filter outputs as stencil sources! - Operating modes include `addLayer`, `subtractLayer`, `clear`, and `clearRegion`. Add and subtract can be inverted. - `StencilReference` game object re-renders a target `Stencil` with different settings. This is useful for removing or reusing stencil geometry. - `AlphaStrategy` setting used in the render system allows you to use GLSL `discard` instead of alpha in many shaders. This is inefficient, but is useful for some effects and situations. - Game config can set a default alpha strategy. - Stencil and CustomContext allow you to set an alpha strategy. - Most Phaser shaders handle alpha strategy. Custom shaders must implement it themselves, but you can use compositing (`filtersForceComposite`) to run graphics through a compatible shader. - Strategies include: - `keep`: use alpha as normal. - `dither`: use a dithering algorithm to select pixels to discard. - `threshold`: discard all pixels below a certain alpha. - `BatchHandler` render node now has a config option for `topology`, allowing extended nodes to opt into different triangulation modes. - `BatchHandlerTri` render node renders textured triangles. It is used by `Mesh2D` in triangle rendering mode. This can be more efficient than attempting to compile triangles into quads, which is the default strategy. - `DrawingContext` adds more controls: - Alpha strategy - Color writemask - Stencil parameters - `WebGLGlobalWrapper` now handles stencil write mask. - `WebGLStencilParametersFactory` now takes an extra `writeMask` parameter. - `TintModes.MULTIPLY_TWO` is a new tint mode which uses a secondary color. This can create powerful new tint effects, such as fire or inversion. - To support this, the encoding of tint mode in shaders with the `ApplyTint` addition has been changed. The `inTintEffect` shader attribute has changed from a `float` to a `vec4`, and its encoding has changed from a float32 to four uint8s. This should only affect deep uses of the render system. - Game objects with the Tint component now support a second tint per corner (`tint2TopLeft` etc), and have a new method `setTint2()`. Additionally, the Mesh2D and Tile objects support constant tint via `tint2`. (TilemapGPULayer does not support tinting on tiles.) - `Timestep#setFPSLimit` method changes the frame rate at runtime. This method updates derived properties, making it safer than manually adjusting `Timestep#fpsLimit`. ### New Feature: Cone Lights Cone lights are standard Phaser dynamic lights restricted to a directional cone. They are useful for flashlights, lantern beams, vision cones, headlights, searchlights, and other focal light sources. Cone lights run through the existing WebGL lighting shader. They do not require a mask, a second Camera, or rendering the map twice. Any Game Object that already works with Phaser lighting can be lit by a cone light. Full details can be found in the `Phaser 4 Cone Lights.md` file in the docs folder in this repo. - `Light.coneEnabled` is a new boolean property that controls if the light is restricted to a cone. - `Light.coneRotation` is a new number property that sets the cone direction in radians. - `Light.coneInnerAngle` is a new number property that sets the inner cone angle in radians. - `Light.coneOuterAngle` is a new number property that sets the outer cone angle in radians. - `Light.setCone` is a new method that sets a Light to be a Cone light. - `Light.setConeRotation` is a new method that sets the cone light rotation. - `Light.setConeAngles` is a new method that sets the cone light inner and outer angles. - `Light.disableCone` is a new method that disables a cone light. - `LightsManager.addConeLight` is a new method that creates a cone-limited light. - The `DefineLights` GLSL shader gains two new uniforms: `vec2 direction` and `vec3 cone`. Thanks to @FSDevelop for adding this feature. ### Changes - `GameObjects.Components.Filters` now adds its RenderStep just before the core render method. This allows other steps to run beforehand. - `WebGLStencilParametersFactory` now defaults to: - `enabled: true` (stencil test is on by default; testing showed little performance impact) - `func: gl.EQUAL` (stencil test now passes if the stencil buffer is EQUAL to 0) ### Fixes - `Layer` no longer has a duplicate RenderStep which does nothing. - `SpriteGPULayer` no longer tries to access global namespace for Phaser functionality, which can cause a crash in modules. - `SpriteGPULayer` no longer has a Mask component, as it's a Canvas feature but the object is WebGL only. - `DrawingContext` no longer attempts to unbind textures based on the game canvas, which cannot exist and just wastes time. - A Blitter will now call `destroy` on its Bob Game Objects as part of its own destroy process. Fix #7292 (thanks @samme) - Fixed a bug where the Line `width` and `height` values were not being updated after a call to `setTo()`. Fix #7270 (thanks @samme) - `Phaser.Math.Pow2` now exports `GetPowerOfTwo`, `IsSizePowerOfTwo` and `IsValuePowerOfTwo`. Fix #7309 (thanks @Visualizeit )