# Change Log ## Version 3.1.1 - In Development ### Updates * The entire codebase now passes our eslint config (which helped highlight a few errors), if you're submitting a PR, please ensure your PR passes the config too. ### Bug Fixes * Math.Fuzzy.Floor had an incorrect method signature. * Arcade Physics World didn't import GetOverlapX or GetOverlapY, causing `separateCircle` to break. * TileSprite was missing a gl reference, causing it to fail during a context loss and restore. * The Mesh Game Object Factory entry had incorrect arguments passed to Mesh constructor. ## Version 3.1.0 - Onishi - 16th February 2018 ### Updates * Vertex resource handling code updated, further optimizing the WebGL batching. You should now see less gl ops per frame across all batches. * The `Blitter` game object has been updated to use the `List` structure instead of `DisplayList`. * Arcade Physics World `disableBody` has been renamed `disableGameObjectBody` to more accurately reflect what it does. * Lots of un-used properties were removed from the Arcade Physics Static Body object. * Arcade Physics Static Body can now refresh itself from its parent via `refreshBody`. ### Bug Fixes * A couple of accidental uses of `let` existed, which broke Image loading in Safari # (thanks Yat Hin Wong) * Added the static property `Graphics.TargetCamera` was added back in which fixed `Graphics.generateTexture`. * The SetHitArea Action now calls `setInteractive`, fixing `Group.createMultiple` when a hitArea has been set. * Removed rogue Tween emit calls. Fix #3222 (thanks @ZaDarkSide) * Fixed incorrect call to TweenManager.makeActive. Fix #3219 (thanks @ZaDarkSide) * The Depth component was missing from the Zone Game Object. Fix #3213 (thanks @Twilrom) * Fixed issue with `Blitter` overwriting previous objects vertex data. * The `Tile` game object tinting was fixed, so tiles now honor alpha values correctly. * The `BitmapMask` would sometimes incorrectly bind its resources. * Fixed the wrong Extend target in MergeXHRSettings (thanks @samme) ### New Features * Destroying a Game Object will now call destroy on its physics body, if it has one set. * Arcade Physics Colliders have a new `name` property and corresponding `setName` method. * Matter.js bodies now have an inlined destroy method that removes them from the World. * Impact bodies now remove themselves from the World when destroyed. * Added Vector2.ZERO static property.