<commit_before># Change Log

## Version 3.5.2 - Kirito - 18th April 2018

### New Features

* Group.getLast will return the last member in the Group matching the search criteria.
* Group.getFirstNth will return the nth member in the Group, scanning from top to bottom, that matches the search criteria.
* Group.getLastNth will return the nth member in the Group, scanning in reverse, that matches the search criteria.

### Updates

* Impact Physics Game Objects have changed `setLite` to `setLiteCollision`.
* Impact Physics Game Objects have changed `setPassive` to `setPassiveCollision`.
* Impact Physics Game Objects have changed `setFixed` to `setFixedCollision`.
* Impact Physics Game Objects have changed `setActive` to `setActiveCollision`, previously the `setActive` collision method was overwriting the Game Objects `setActive` method, hence the renaming.
* The modifications made to the RTree class in Phaser 3.4.0 to avoid CSP policy violations caused a significant performance hit once a substantial number of bodies were involved. We have recoded how the class deals with its accessor formats and returned to 3.3 level performance while still maintaining CSP policy adherence. Fix #3594 (thanks @16patsle)

### Bug Fixes

* Fixed a bug that caused data to not be passed to another Scene if you used a transition to start it. Fix #3586 (thanks @willywu)

## Version 3.5.1 - Kirito - 17th April 2018

### Updates

* The change made in 3.5.0 with how the Scene systems lifecycle is handled has been tweaked. When a Scene is instantiated it will now emit a boot event, as before, and Systems that need it will listen for this event and set-up their internal properties as required. They'll also do the same under the 'start' event, allowing them to restart properly once shutdown. In 3.5 if a Scene was previously not launched or started you wouldn't be able to access all of its internal systems fully, but in 3.5.1 you can.

### Bug Fixes

* LoaderPlugin.destroy would try and remove an incorrect event listener.
* TileSprites would try to call `deleteTexture` on both renderers, but it's only available in WebGL (thanks @jmcriat)
* Using a geometry mask stopped working in WebGL. Fix #3582 (thanks @rafelsanso)
* The particle emitter incorrectly adjusted the vertex count, causing WebGL rendering issues. Fix #3583 (thanks @murteira)
<commit_msg>Updated change log<commit_after># Change Log

## Version 3.5.2 - Kirito - 18th April 2018

### New Features

* Group.getLast will return the last member in the Group matching the search criteria.
* Group.getFirstNth will return the nth member in the Group, scanning from top to bottom, that matches the search criteria.
* Group.getLastNth will return the nth member in the Group, scanning in reverse, that matches the search criteria.

### Updates

* Impact Physics Game Objects have changed `setLite` to `setLiteCollision`.
* Impact Physics Game Objects have changed `setPassive` to `setPassiveCollision`.
* Impact Physics Game Objects have changed `setFixed` to `setFixedCollision`.
* Impact Physics Game Objects have changed `setActive` to `setActiveCollision`, previously the `setActive` collision method was overwriting the Game Objects `setActive` method, hence the renaming.
* The modifications made to the RTree class in Phaser 3.4.0 to avoid CSP policy violations caused a significant performance hit once a substantial number of bodies were involved. We have recoded how the class deals with its accessor formats and returned to 3.3 level performance while still maintaining CSP policy adherence. Fix #3594 (thanks @16patsle)

### Bug Fixes

* Fixed a bug that caused data to not be passed to another Scene if you used a transition to start it. Fix #3586 (thanks @willywu)
* Group.getHandler would return any member of the Group, regardless of the state, causing pools to remain fixed at once member. Fix #3592 (thanks @samme)

## Version 3.5.1 - Kirito - 17th April 2018

### Updates

* The change made in 3.5.0 with how the Scene systems lifecycle is handled has been tweaked. When a Scene is instantiated it will now emit a boot event, as before, and Systems that need it will listen for this event and set-up their internal properties as required. They'll also do the same under the 'start' event, allowing them to restart properly once shutdown. In 3.5 if a Scene was previously not launched or started you wouldn't be able to access all of its internal systems fully, but in 3.5.1 you can.

### Bug Fixes

* LoaderPlugin.destroy would try and remove an incorrect event listener.
* TileSprites would try to call `deleteTexture` on both renderers, but it's only available in WebGL (thanks @jmcriat)
* Using a geometry mask stopped working in WebGL. Fix #3582 (thanks @rafelsanso)
* The particle emitter incorrectly adjusted the vertex count, causing WebGL rendering issues. Fix #3583 (thanks @murteira)

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