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Update CHANGELOG-v3.80.md
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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 `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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## Examples, Documentation, Beta Testing and TypeScript
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