<commit_before># Change Log

## Version 3.3.0 - Tetsuo - In Development

### New Features

* TextStyle has two new properties: `baselineX` and `baselineY` which allow you to customize the 'magic' value used in calculating the text metrics.
* Game.Config.preserveDrawingBuffer is now passed to the WebGL Renderer (default `false`).
* Game.Config.failIfMajorPerformanceCaveat is now passed to the WebGL Renderer (default `false`).
* Game.Config.powerPreference is now passed to the WebGL Renderer (default `default`).
* Game.Config.pixelArt is now passed to the WebGL Renderer as the antialias context property (default `false`).


### Bug Fixes

* Fixed the Debug draw of a scaled circle body in Arcade Physics (thanks @pixelpicosean)
* Fixed bug in `DataManager.merge` where it would copy the object reference instead of its value (thanks @rexrainbow)
* The SceneManager no longer copies over the `shutdown` and `destroy` callbacks in createSceneFromObject, as these are not called automatically and should be invoked via the Scene events (thanks @samme)
* The default Gamepad Button threshold has been changed from 0 to 1. Previously the value of 0 was making all gamepad buttons appear as if they were always pressed down (thanks @jmcriat)
* InputManager.hitTest will now factor the game resolution into account, stopping the tests from being offset if resolution didn't equal 1 (thanks @sftsk)

### Updates

* The Text testString has changed from `|MÉqgy` to `|MÃ‰qgy`.
* The WebGLRenderer width and height values are now floored when multiplied by the resolution.



## Version 3.2.1 - 12th March 2018

### Bug Fixes

* Fixed issue with Render Texture tinting. Fix #3336 (thanks @rexrainbow)
* Fixed Utils.String.Format (thanks @samme)<commit_msg>Updated change log<commit_after># Change Log

## Version 3.3.0 - Tetsuo - In Development

### New Features

* TextStyle has two new properties: `baselineX` and `baselineY` which allow you to customize the 'magic' value used in calculating the text metrics.
* Game.Config.preserveDrawingBuffer is now passed to the WebGL Renderer (default `false`).
* Game.Config.failIfMajorPerformanceCaveat is now passed to the WebGL Renderer (default `false`).
* Game.Config.powerPreference is now passed to the WebGL Renderer (default `default`).
* Game.Config.antialias is now passed to the WebGL Renderer as the antialias context property (default `true`).
* Game.Config.pixelArt is now only used by the WebGL Renderer when creating new textures.
* Group.create has a new optional argument: `active` which will set the active state of the child being created (thanks @samme)
* Group.create has a new optional argument: `active` which will set the active state of the child being created (thanks @samme)
* Group.createMultiple now allows you to include the `active` property in the config object (thanks @samme)
* TileSprite has a new method: `setTilePosition` which allows you to set the tile position in a chained called (thanks @samme)
* Added the new Action - WrapInRectangle. This will wrap each items coordinates within a rectangles area (thanks @samme)
* Arcade Physics has the new methods `wrap`, `wrapArray` and `wrapObject` which allow you to wrap physics bodies around the world bounds (thanks @samme)
* The Tweens Timeline has a new method: `makeActive` which delegates control to the Tween Manager (thanks @allanbreyes)


### Bug Fixes

* Fixed the Debug draw of a scaled circle body in Arcade Physics (thanks @pixelpicosean)
* Fixed bug in `DataManager.merge` where it would copy the object reference instead of its value (thanks @rexrainbow)
* The SceneManager no longer copies over the `shutdown` and `destroy` callbacks in createSceneFromObject, as these are not called automatically and should be invoked via the Scene events (thanks @samme)
* The default Gamepad Button threshold has been changed from 0 to 1. Previously the value of 0 was making all gamepad buttons appear as if they were always pressed down (thanks @jmcriat)
* InputManager.hitTest will now factor the game resolution into account, stopping the tests from being offset if resolution didn't equal 1 (thanks @sftsk)
* CameraManager.getCamera now returns the Camera based on its name (thanks @bigbozo)
* Fixed Tile Culling for zoomed Cameras. When a Camera was zoomed the tiles would be aggressively culled as the dimensions didn't factor in the zoom level (thanks @bigbozo)
* When calling ScenePlugin.start any additional data passed to the method would be lost if the scene wasn't in an active running state (thanks @stuff)
* When calling Timeline.resetTweens, while the tweens are pending removal or completed, it would throw a TypeError about the undefined `makeActive` (thanks @allanbreyes)
* The WebGL Context would set `antialias` to `undefined` as it wasn't set in the Game Config. Fix #3386 (thanks @samme)

### Updates

* The Text testString has changed from `|MÉqgy` to `|MÃ‰qgy`.
* The WebGLRenderer width and height values are now floored when multiplied by the resolution.
* The WebGL Context now sets `premultipliedAlpha` to `true` by default, this prevents the WebGL context from rendering as plain white under certain versions of macOS Safari.



## Version 3.2.1 - 12th March 2018

### Bug Fixes

* Fixed issue with Render Texture tinting. Fix #3336 (thanks @rexrainbow)
* Fixed Utils.String.Format (thanks @samme)
{'fraction_non_alphanumeric': 0.06498599439775911, 'fraction_numerical': 0.008216619981325864, 'mean_word_length': 4.885714285714286, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 3, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 2, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '168059', 'n_tokens_mistral': 1526, 'n_tokens_neox': 1407, 'n_words': 753}