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Update CHANGELOG-v3.50.md
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CHANGELOG-v3.50.md

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@@ -749,6 +749,8 @@ Since v3.0.0 the Game Object `render` functions have received a parameter called
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* The `ParticleEmitter.tint` value is now `0xffffff` (previously, it was `0xffffffff`) to allow particle tints to work in the correct RGB order including alpha (thanks @vforsh)
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* `SceneManager.start` will now reset the `SceneSystems.sceneUpdate` reference to `NOOP`. This gets set back to the Scene update method again during `bootScene` (if it has one) and stops errors with external plugins and multi-part files that may trigger `update` before `create` has been called. Fix #4629 (thanks @Osmose)
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* If the Camera has `roundPixels` set it will now round the internal scroll factors and `worldView` during the `preRender` step. Fix #4464 (thanks @Antriel)
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* The `WebGLRenderer.nativeTextures` array has been removed and any WebGLTextures created by the renderer are no longer stored within it. All WebGLTexture instances are stored in the `TextureSource` objects anyway, or by local classes such as RenderTexture, so there was no need to have another array taking up memroy.
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* The `WebGLRenderer.deleteTexture` method has a new optional boolean parameter `reset` which allows you to control if the `WebGLRenderer.resetTextures` method is called, or not, after the texture is deleted.
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### Bug Fixes
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