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@@ -236,6 +236,9 @@ The way in which Game Objects add themselves to the Scene Update List has change
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* `Clock.removeEvent` is a new method that allows you to remove a `TimerEvent`, or an array of them, from all internal lists of the current Clock.
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* `Group.getMatching` is a new method that will return any members of the Group that match the given criteria, such as `getMatching('visible', true)` (thanks @atursams)
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* The `Animation.play` and `playReverse` methods have a new optional parameter `timeScale`. This allows you to set the Animations time scale as you're actually playing it, rather than having to chain two calls together. Close #3963 (thanks @inmylo)
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* `ArcadePhysics.disableUpdate` is a new method that will prevent the Arcade Physics World `update` method from being called when the Scene updates. By disabling it, you're free to call the update method yourself, passing in your own delta and time values.
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* `ArcadePhysics.enableUpdate` is a new method that will make the Arcade Physics World update in time with the Scene update. This is the default, so only call this if you have specifically disabled it previously.
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* `ArcadeWorldConfig.customUpdate` is a new boolean property you can set in the Arcade Physics config object, either in the Scene or in the Game Config. If `true` the World update will never be called, allowing you to call it yourself from your own component. Close #5190 (thanks @cfortuner)
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### Updates and API Changes
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