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* WebGLRenderer.config has a new property `maxTextureSize` which is derived from `gl.MAX_TEXTURE_SIZE`, you can get it via the new method `getMaxTextureSize()`
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* WebGLRenderer has a new property `compression` which holds the browser / devices compressed texture support gl extensions, which is populated during `init`.
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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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* 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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* 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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### Bug Fixes
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My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
* @const {?HTMLCanvasElement} Phaser.Boot.Config#canvas - Force Phaser to use your own Canvas element instead of creating one.
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*/
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this.canvas=GetValue(config,'canvas',null);
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/**
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* @const {?(CanvasRenderingContext2D|WebGLRenderingContext)} Phaser.Boot.Config#context - Force Phaser to use your own Canvas context instead of creating one.
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