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Update CHANGELOG-v3.80.md
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* The Scale Manager has a new scale mode called `EXPAND`. This is inspired by the Expand mode in Godot: "Keep aspect ratio when stretching the screen, but keep neither the base width nor height. Depending on the screen aspect ratio, the viewport will either be larger in the horizontal direction (if the screen is wider than the base size) or in the vertical direction (if the screen is taller than the original size)" (thanks @rexrainbow)
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* The Scale Manager has a new scale mode called `EXPAND`. This is inspired by the Expand mode in Godot: "Keep aspect ratio when stretching the screen, but keep neither the base width nor height. Depending on the screen aspect ratio, the viewport will either be larger in the horizontal direction (if the screen is wider than the base size) or in the vertical direction (if the screen is taller than the original size)" (thanks @rexrainbow)
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# Spine 4.1 Updates
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* The Spine 4.1 Plugin will now call `preUpdate` automatically when the `play` method is called. This forces the new animation state to update and apply itself to the skeleton. This fixes an issue where Spine object would show the default frame in the Spine atlas for a single update before the animation started. Fix #5443 (thanks @spayton)
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* `SpineGameObject.setSlotAlpha` is a new method that allows you to set the alpha on a specific slot in a Spine skeleton.
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* The `SpineGameObject.setAlpha` method has had its 2nd parameter removed. This fixes needless slot look-ups during rendering when a Spine Game Object is inside a regular Container. If you need to set slot alpha, use the new `setSlotAlpha` method instead. Fix #6571 (thanks @spayton)
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# Updates
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# Updates
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* The `TweenChainBuilder` was incorrectly setting the `persist` flag on the Chain to `true`, which goes against what the documentation says. It now correctly sets it to `false`. This means if you previously had a Tween Chain that was persisting, it will no longer do so, so add the property to regain the feature.
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* The `TweenChainBuilder` was incorrectly setting the `persist` flag on the Chain to `true`, which goes against what the documentation says. It now correctly sets it to `false`. This means if you previously had a Tween Chain that was persisting, it will no longer do so, so add the property to regain the feature.
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* The `PostFXPipeline.postBatch` method will now skip `onDraw` if the pipeline hasn't booted, introducing an artificial frame skip. This should potentially fix glitch errors on mobile devices where Post FX would appear corrupted for a single frame. Fix #6681 (thanks @moufmouf @tongliang999)
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* The `PostFXPipeline.postBatch` method will now skip `onDraw` if the pipeline hasn't booted, introducing an artificial frame skip. This should potentially fix glitch errors on mobile devices where Post FX would appear corrupted for a single frame. Fix #6681 (thanks @moufmouf @tongliang999)
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* The `Matter.Body` function `scale` has been updated so if the Body originally had an `inertia` of `Infinity` this will be restored at the end of the call. This happens if you set a Matter Body to have fixed rotation. Fix #6369 (thanks @sushovande)
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* The `Matter.Body` function `scale` has been updated so if the Body originally had an `inertia` of `Infinity` this will be restored at the end of the call. This happens if you set a Matter Body to have fixed rotation. Fix #6369 (thanks @sushovande)
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* Modified the `RandomDataGenerator.weightedPick` method to avoid sampling past the last element. Fix #6701 (thanks @jameskirkwood)
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* Modified the `RandomDataGenerator.weightedPick` method to avoid sampling past the last element. Fix #6701 (thanks @jameskirkwood)
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* The Spine 4.1 Plugin will now call `preUpdate` automatically when the `play` method is called. This forces the new animation state to update and apply itself to the skeleton. This fixes an issue where Spine object would show the default frame in the Spine atlas for a single update before the animation started. Fix #5443 (thanks @spayton)
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## Examples, Documentation, Beta Testing and TypeScript
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## Examples, Documentation, Beta Testing and TypeScript
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