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Update CHANGELOG-v3.80.md
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# Updates
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# Updates
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* The `TweenChainBuilder` was incorrectly setting the `persist` flag on the Chain to `true`, which goes against what the documentation says. It now correctly sets it to `false`. This means if you previously had a Tween Chain that was persisting, it will no longer do so, so add the property to regain the feature.
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* The `TweenChainBuilder` was incorrectly setting the `persist` flag on the Chain to `true`, which goes against what the documentation says. It now correctly sets it to `false`. This means if you previously had a Tween Chain that was persisting, it will no longer do so, so add the property to regain the feature.
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* The `dropped` argument has now been adeded to the documentation for the `DRAG_END` and `GAMEOBJECT_DRAG_END` events (thanks @samme)
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* The `dropped` argument has now been adeded to the documentation for the `DRAG_END` and `GAMEOBJECT_DRAG_END` events. (thanks @samme)
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* `Container.onChildDestroyed` is a new internal method used to destroy Container children. Previously, if you destroyed a Game Object in an exclusive Container, the game object would (momentarily) move onto the Scene display list and emit an ADDED_TO_SCENE event. Also, if you added a Sprite to a non-exclusive Container and stopped the Scene, you would get a TypeError (evaluating 'this.anims.destroy'). This happened because the fromChild argument in the DESTROY event was misinterpreted as destroyChild in the Container's remove(), and the Container was calling the Sprite's destroy() again. (thanks @samme)
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* `Container.onChildDestroyed` is a new internal method used to destroy Container children. Previously, if you destroyed a Game Object in an exclusive Container, the game object would (momentarily) move onto the Scene display list and emit an ADDED_TO_SCENE event. Also, if you added a Sprite to a non-exclusive Container and stopped the Scene, you would get a TypeError (evaluating 'this.anims.destroy'). This happened because the fromChild argument in the DESTROY event was misinterpreted as destroyChild in the Container's remove(), and the Container was calling the Sprite's destroy() again. (thanks @samme)
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* The `Text` and `TileSprite` Game Objects now place their textures into the global `TextureManager` and a `_textureKey` private string property has been added which contains a UUID to reference that texture.
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* The `Text` and `TileSprite` Game Objects now place their textures into the global `TextureManager` and a `_textureKey` private string property has been added which contains a UUID to reference that texture.
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* `Tilemaps.Components.WeightedRandomize` now uses the Phaser `Math.RND.frac` method with a seed instead of the `Math.Random` static method. (thanks @jorbascrumps)
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* The `Tilemaps.Components.WeightedRandomize` method now uses the Phaser `Math.RND.frac` method with a seed instead of the `Math.Random` static method. (thanks @jorbascrumps)
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* `Tilemaps.Components.IsometricCullTiles` does the `CheckIsoBounds` method check last when building the outputArray, as to help optimize in situations where the tile would not be visible anyways. (thanks @zegenie)
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* `Tilemaps.Components.IsometricCullTiles` does the `CheckIsoBounds` method check last when building the outputArray, as to help optimize in situations where the tile would not be visible anyways. (thanks @zegenie)
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* `Tilemaps.Components.WeightedRandomize` now uses the Phaser `Math.RND.frac` method with a seed instead the `Math.Random` static method. (thanks @jorbascrumps)
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* `Tilemaps.Components.WeightedRandomize` now uses the Phaser `Math.RND.frac` method with a seed instead the `Math.Random` static method. (thanks @jorbascrumps)
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* The `Layer.removeAll`, `remove` and `add` methods have been removed. These methods are all still available via the `List` class that Layer inherits, but the `destroyChild` parameters are no longer available.
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* The `Layer` Game Object has had its `removeAll`, `remove` and `add` methods removed. These methods are all still available via the `List` class that Layer inherits, but the `destroyChild` parameters are no longer available.
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* The `Renderer.Canvas` and `Renderer.WebGL` will now only be included in the build file if the corresponding feature flags `CANVAS_RENDERER` and/or `WEBGL_RENDERER` are set to `true`. For Canvas only builds this saves a lot of space in the build (thanks @samme)
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* The `Renderer.Canvas` and `Renderer.WebGL` will now only be included in the build file if the corresponding feature flags `CANVAS_RENDERER` and/or `WEBGL_RENDERER` are set to `true`. For Canvas only builds this saves a lot of space in the build. (thanks @samme)
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* You can now specify an `autoResize` boolean in the `RenderTargetConfig` which is passed to the Render Targets when they are created by a pipeline.
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* You can now specify an `autoResize` boolean in the `RenderTargetConfig` which is passed to the Render Targets when they are created by a pipeline.
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* The `UtilityPipeline` now sets `autoResize` to `true` in its Render Target Config, so that the global `fullFrame` and `halfFrame` Render Targets will automatically resize if the renderer changes.
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* The `UtilityPipeline` now sets `autoResize` to `true` in its Render Target Config, so that the global `fullFrame` and `halfFrame` Render Targets will automatically resize if the renderer changes.
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* `Actions.PlaceOnLine` now has an added `ease` parameter which accepts a string from the EaseMap or a custom ease function to allow for different distrubutions along a line. (thanks @sB3p)
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* `Actions.PlaceOnLine` now has an added `ease` parameter which accepts a string from the EaseMap or a custom ease function to allow for different distrubutions along a line. (thanks @sB3p)
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* `DynamicTexture` will now automatically call `setSize(width, height)` for both WebGL and Canvas. Previously it only did it for WebGL. This fixes an issue where DynamicTextures in Canvas mode would have a width and height of -1. Fix #6682 (thanks @samme)
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* `DynamicTexture` will now automatically call `setSize(width, height)` for both WebGL and Canvas. Previously it only did it for WebGL. This fixes an issue where DynamicTextures in Canvas mode would have a width and height of -1. Fix #6682 (thanks @samme)
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* `DynamicTexture.setSize` will now check to see if the `glTexture` bound to the current frame is stale, and if so, destroy it before binding the one from the Render Target. This fixes an issue where constantly destroying and creating Dynamic Textures would cause a memory leak in WebGL. Fix #6669 (thanks @DavidTalevski)
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* `DynamicTexture.setSize` will now check to see if the `glTexture` bound to the current frame is stale, and if so, destroy it before binding the one from the Render Target. This fixes an issue where constantly destroying and creating Dynamic Textures would cause a memory leak in WebGL. Fix #6669 (thanks @DavidTalevski)
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* The `BloomFX` and `BlurFX` and any custom pipeline that relies on using the `UtilityPipeline` full or half frame targets will now correctly draw even after the renderer size changes. Fix #6677 (thanks @Nerodon)
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* The `BloomFX` and `BlurFX` and any custom pipeline that relies on using the `UtilityPipeline` full or half frame targets will now correctly draw even after the renderer size changes. Fix #6677 (thanks @Nerodon)
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* The `PostFXPipeline.postBatch` method will now skip `onDraw` if the pipeline hasn't booted, introducing an artificial frame skip. This should potentially fix glitch errors on mobile devices where Post FX would appear corrupted for a single frame. Fix #6681 (thank @moufmouf @tongliang999)
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* The `PostFXPipeline.postBatch` method will now skip `onDraw` if the pipeline hasn't booted, introducing an artificial frame skip. This should potentially fix glitch errors on mobile devices where Post FX would appear corrupted for a single frame. Fix #6681 (thanks @moufmouf @tongliang999)
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* The `Matter.Body` function `scale` has been updated so if the Body originally had an `inertia` of `Infinity` this will be restored at the end of the call. This happens if you set a Matter Body to have fixed rotation. Fix #6369 (thanks @sushovande)
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* The `Matter.Body` function `scale` has been updated so if the Body originally had an `inertia` of `Infinity` this will be restored at the end of the call. This happens if you set a Matter Body to have fixed rotation. Fix #6369 (thanks @sushovande)
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* Modified `RandomDataGenerator.weightedPick` method to avoid sampling past the last element. Fix #6701 (thanks @jameskirkwood)
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* Modified the `RandomDataGenerator.weightedPick` method to avoid sampling past the last element. Fix #6701 (thanks @jameskirkwood)
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## Examples, Documentation, Beta Testing and TypeScript
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## Examples, Documentation, Beta Testing and TypeScript
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