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## Version 3.next - in development
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### New Plugin Manager
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TODO
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### New Features
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* You can pass in your own `canvas` and `context` elements in your Game Config and Phaser will use those to render with instead of creating its own. This also allows you to pass in a WebGL 2 context. Fix #3653 (thanks @tgrajewski)
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### Updates
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* Game.step now emits a `prestep` event, which some of the global systems hook in to, like Sound and Input. You can use it to perform pre-step tasks, ideally from plugins.
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* Game.step now emits a `step` event. This is emitted once per frame. You can hook into it from plugins or code that exists outside of a Scene.
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* Game.step now emits a `poststep` event. This is the last chance you get to do things before the render process begins.
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* Optimized TextureTintPipeline.drawBlitter so it skips bobs that have alpha of zero and only calls `setTexture2D` if the bob sourceIndex has changed, previously it called it for every single bob.
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* Game.context used to be undefined if running in WebGL. It is now set to be the `WebGLRenderingContext` during WebGLRenderer.init. If you provided your own custom context, it is set to this instead.
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* Game.onStepCallback has been removed.
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*The Game`onStepCallback` has been removed. You can now listen for the new step events instead.
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* Phaser.EventEmitter was incorrectly namespaced, it's now only available under Phaser.Events.EventEmitter (thanks Tigran)
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