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Update CHANGELOG.md
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* `TransformMatrix.rotation` now returns the properly normalized rotation value.
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* `PhysicsEditorParser` has now been exposed under the `Phaser.Physics.Matter` namespace, so you can call methods on it directly.
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* Calling `CanvasTexture.update` will now automatically call `refresh` if running under WebGL. This happens for both `draw` and `drawFrame`, meaning you no longer need to remember to call `refresh` after drawing to a Canvas Texture in WebGL, keeping it consistent with the Canvas renderer.
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* `ScaleManager._resetZoom` is a new internal flag that is set when the game zoom factor changes.
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### Bug Fixes
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* The WebGL Lost and Restored Context callbacks were never removed, which could cause them to hold onto stale references. Fix #3610 (thanks @Twilrom)
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* `Origin.updateDisplayOrigin` no longer applies a Math.floor to the display origins, allowing you to have a 0.x origin for a Game Object that only has a width or height of 1. This fixes issues with things like 1x1 rectangles displaying incorrectly during rendering. Fix #4126 (thanks @rexrainbow)
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* `InputManager.resetCursor` will now check if the canvas element still exists before resetting the cursor on it. Fix #4662 (thanks @fromnowhereuser)
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* It was not possible to set the zoom value of the Scale Manager back to 1 again, having changed it to a different value. Fix #4633 (thanks @lgibson02 @BinaryMoon)
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### Examples, Documentation and TypeScript
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My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
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@vacarsu @KennethGomez @samme @ldd @Jazcash @jcyuan
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@vacarsu @KennethGomez @samme @ldd @Jazcash @jcyuan @LearningCode2023
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