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**Updated:** Thank you for the amazing response to the 3.0.0 release! We've been hard at work and have now prepared 3.1.0 for you, which is available today. This fixes a few issues that crept in and further speeds up the WebGL rendering. Check out the [Change Log](#changelog) for more details.
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**Updated:** Thank you for the amazing response to the 3.0.0 release! We've been hard at work and have now prepared 3.1.1 for you, which is available today. Check out the [Change Log](#changelog) for more details.
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After 1.5 years in the making, tens of thousands of lines of code, hundreds of examples and countless hours of relentless work: Phaser 3 is finally out. It has been a real labor of love and then some!
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@@ -94,13 +94,13 @@ npm install phaser
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[Phaser is on jsDelivr](http://www.jsdelivr.com/projects/phaser), a "super-fast CDN for developers". Include the following in your html:
* Vertex resource handling code updated, further optimizing the WebGL batching. You should now see less gl ops per frame across all batches.
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* The `Blitter` game object has been updated to use the `List` structure instead of `DisplayList`.
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* Arcade Physics World `disableBody` has been renamed `disableGameObjectBody` to more accurately reflect what it does.
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* Lots of un-used properties were removed from the Arcade Physics Static Body object.
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* Arcade Physics Static Body can now refresh itself from its parent via `refreshBody`.
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* 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.
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* The Web Audio Context is now suspended instead of closed to allow for prevention of 'Failed to construct AudioContext: maximum number of hardware contexts reached' errors from Chrome in a hot reload environment. We still strongly recommend reusing the same context in a production environment. See [this example](http://labs.phaser.io/view.html?src=src%5Caudio%5CWeb%20Audio%5CReuse%20AudioContext.js) for details. Fixes #3238 (thanks @z0y1@Ziao)
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* The Webpack shell plugin now fires on `onBuildExit`, meaning it'll update the examples if you use `webpack watch` (thanks @rblopes)
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* Added `root: true` flag to the eslint config to stop it scanning further-up the filesystem.
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### Bug Fixes
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* A couple of accidental uses of `let` existed, which broke Image loading in Safari # (thanks Yat Hin Wong)
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* Added the static property `Graphics.TargetCamera` was added back in which fixed `Graphics.generateTexture`.
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* The SetHitArea Action now calls `setInteractive`, fixing `Group.createMultiple` when a hitArea has been set.
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