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P2.World.updateBoundsCollisionGroup didn't set the _boundsOwnGroup
private var, meaning the World.setBounds
method wasn't able to restore previously set collision masks automatically (thanks @jmp909 #2183)
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@ -374,6 +374,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Graphics objects can now have a Physics Body directly attached to them, where-as before it would throw an error due to a lack of anchor property (thanks @NLilley #2400)
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* A Game Object with `fixedToCamera = true` that was then set for Input, and enabled for dragging from its center (`input.enableDrag(true)`) would throw an error upon being dragged (thanks @solusipse #2367)
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* P2.World.updateBoundsCollisionGroup wouldn't use the `boundsCollisionGroup` mask if you passed `true` as the argument, only if it was left undefined.
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* P2.World.updateBoundsCollisionGroup didn't set the `_boundsOwnGroup` private var, meaning the `World.setBounds` method wasn't able to restore previously set collision masks automatically (thanks @jmp909 #2183)
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### Pixi Updates
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@ -639,6 +639,8 @@ Phaser.Physics.P2.prototype = {
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this.walls.bottom.shapes[0].collisionGroup = mask;
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}
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this._boundsOwnGroup = setCollisionGroup;
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},
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/**
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