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Update CHANGELOG.md
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* In Arcade Physics, Group vs. self collisions would cause double collision callbacks due to the use of the quad tree. For this specific conditions, the quad tree is now skipped. Fix #5758 (thanks @samme)
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* During a call to `GameObject.Shapes.Rectangle.setSize` it will now correctly update the Rectangle object's display origin and default hitArea (thanks @rexrainbow)
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* The Arcade Physics Body will now recalculate its center after separation with a Tile in time for the values to be correct in the collision callbacks (thanks @samme)
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* The `ParseTileLayers` function has been updated so that it no longer breaks when using a Tiled infinite map with empty chunks (thanks @jonnytest1)
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* The `PutTileAt` function will now set the Tile dimensions from the source Tileset, fixing size related issues when placing tiles manually. Fix #5644 (thanks @moJiXiang @stuffisthings)
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### Examples, Documentation and TypeScript
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