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Update CHANGELOG.md
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@ -222,6 +222,8 @@ All of the following are specific to the Matter Physics implementation used by P
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* During `collideSpriteVsGroup` checks it will now skip bodies that are disabled to save doing a `contains` test (thanks @samme)
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* `Display.Align.In.QuickSet` now accepts `LEFT_BOTTOM` as `BOTTOM_LEFT`, `LEFT_TOP` as `TOP_LEFT`, `RIGHT_BOTTOM` as `BOTTOM_RIGHT` and `RIGHT_TOP` as `TOP_RIGHT`. Fix #4927 (thanks @zaniar)
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* `PhysicsGroup` now uses the new `internalCreateCallback` and `internalRemoveCallback` to handle its body creation and destruction, allowing you to use your own `createCallback` and `removeCallback` as defined in the Group config. Fix #4420 #4657 #4822 (thanks @S4n60w3n @kendistiller @scrubperson)
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* `DOMElement` has a new private method `handleSceneEvent` which will handle toggling the display setting of the element when a Scene sleeps and wakes. A DOM Element will now listen for the Scene sleep and wake events. These event listeners are removed in the `preDestroy` method.
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* A `DOMElement` will now set the display mode to 'none' during its render if the Scene in which it belongs is no longer visible.
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### Bug Fixes
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@ -237,6 +239,7 @@ All of the following are specific to the Matter Physics implementation used by P
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* When playing an Animation, if you were to play another, then pause it, then play another the internal `_paused` wouldn't get reset, preventing you from them pausing the animations from that point on. You can now play and pause animations at will. Fix #4835 (thanks @murteira)
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* In `Actions.GridAlign` if you set `width` to -1 it would align the items vertically, instead of horizontally. It now aligns them horizontally if `width` is set, or vertically if `height` is set. Fix #4899 (thanks @BenjaVR)
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* A `PathFollower` with a very short duration would often not end in the correct place, which is the very end of the Path, due to the tween handling the movement not running one final update when the tween was complete. It will now always end at the final point of the path, no matter how short the duration. Fix #4950 (thanks @bramp)
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* A `DOMElement` would still remain visible even if the Scene in which it belongs to was sent to sleep. A sleeping Scene shouldn't render anything. DOM Elements will now respond to sleep and wake events from their parent Scene. Fix #4870 (thanks @peonmodel)
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### Examples, Documentation and TypeScript
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