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When the Matter World creates its wall bounds, the left and right walls now extend further up and down than before, so that in a 4-wall setting there are no gaps in the corners, which previously allowed for fast moving objects that hit a corner intersection point to sometimes travel through it.
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2 changed files with 3 additions and 2 deletions
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@ -29,6 +29,7 @@ The following changes all effect the Matter JS Pointer Constraint class:
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* `KeyboardPlugin.time` has moved from being a property to being a getter, which returns the time from the InputManager.
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* The `scale` property has been added to the `Scene` class (thanks @strangeweekend)
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* `Matter.World.remove` now uses the `Composite.remove` method internally. Previously, it used `Composite.removeBody` which only allowed it to remove bodies from the simulation. Now, it can remove any type of Matter object.
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* When the Matter World creates its wall bounds, the left and right walls now extend further up and down than before, so that in a 4-wall setting there are no gaps in the corners, which previously allowed for fast moving objects that hit a corner intersection point to sometimes travel through it.
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### Bug Fixes
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@ -328,8 +328,8 @@ var World = new Class({
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if (top === undefined) { top = true; }
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if (bottom === undefined) { bottom = true; }
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this.updateWall(left, 'left', x - thickness, y, thickness, height);
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this.updateWall(right, 'right', x + width, y, thickness, height);
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this.updateWall(left, 'left', x - thickness, y - thickness, thickness, height + (thickness * 2));
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this.updateWall(right, 'right', x + width, y - thickness, thickness, height + (thickness * 2));
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this.updateWall(top, 'top', x, y - thickness, width, thickness);
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this.updateWall(bottom, 'bottom', x, y + height, width, thickness);
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