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Calling Matter.World.pause
would stop the world updating, but the Runner timeLastTick
wasn't reset when resume
was called, causing all the bodies to advance. The time is now reset correctly. Fix #6892
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@ -1164,6 +1164,8 @@ var World = new Class({
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{
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this.enabled = true;
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this.runner.timeLastTick = Common.now();
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this.emit(Events.RESUME);
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return this;
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