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The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002
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@ -31,12 +31,14 @@
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* The `Shape.Line` object was missing a `lineWidth` property unless you called the `setLineWidth` method, causing the line to not render in Canvas only. Fix #4068 (thanks @netgfx)
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* All parts of Matter Body now have the `gameObject` property set correctly. Previously only the first part of the Body did.
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* When using `MatterGameObject` and `fromVerts` as the shape type it wouldn't pass the values to `Bodies.fromVertices` because of a previous conditional. It now passes them over correctly and the body is only set if the result is valid.
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* The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002 (thanks @jdotrjs)
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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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@shaneMLK
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@wemyss
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Arian Fornaris
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cyantree
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DannyT
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@ -47,7 +49,6 @@ Peter Pedersen
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Stephen Hamilton
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STuFF
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## Version 3.13.0 - Yuuki - 20th September 2018
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### Facebook Instant Games Plugin
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@ -536,7 +536,7 @@ var StaticTilemapLayer = new Class({
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if (!texCoords)
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{
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return;
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return vOffset;
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}
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var u0 = texCoords.x / width;
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