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If you used a scaled Dynamic Tilemap Layer and rotated or flipped tiles, the tiles that were rotated or flipped would be positioned incorrectly in WebGL. Fix #3778
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@ -37,6 +37,7 @@
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* When using `MatterGameObject` and `fromVerts` as the shape type it wouldn't pass the values to `Bodies.fromVertices` because of a previous conditional. It now passes them over correctly and the body is only set if the result is valid.
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* The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002 (thanks @jdotrjs)
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* If you used a RenderTexture as a tileset then Dynamic Tilemap Layers would render the tiles inversed on the y-axis in WebGL. Fix #4017 (thanks @s-s)
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* If you used a scaled Dynamic Tilemap Layer and rotated or flipped tiles, the tiles that were rotated or flipped would be positioned incorrectly in WebGL. Fix #3778 (thanks @nkholski)
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### Examples, Documentation and TypeScript
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@ -75,9 +75,9 @@ var DynamicTilemapLayerWebGLRenderer = function (renderer, src, interpolationPer
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src,
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texture,
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texture.width, texture.height,
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tw + x + tile.pixelX * sx, th + y + tile.pixelY * sy,
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tile.width * sx, tile.height * sy,
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1, 1,
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(tw + x + tile.pixelX) * sx, (th + y + tile.pixelY) * sy,
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tile.width, tile.height,
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sx, sy,
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tile.rotation,
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tile.flipX, tile.flipY,
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scrollFactorX, scrollFactorY,
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