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The cameraFilter property of a Game Object will now allow full bitmasks to be set (a value of -1), instead of just those > 0
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CHANGELOG.md

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* UnityAtlas now sets the correct file type key if using a config file object.
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* Starting with version 3.13 in the Canvas Renderer, it was possible for long-running scripts to start to get bogged-down in `fillRect` calls if the game had a background color set. The context is now saved properly to avoid this. Fix #4056 (thanks @Aveyder)
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* Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139 (thanks @chaoyang805 @iamchristopher)
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* The `cameraFilter` property of a Game Object will now allow full bitmasks to be set (a value of -1), instead of just those > 0 (thanks @stuartkeith)
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### Examples and TypeScript
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The [Phaser Doc Jam](http://docjam.phaser.io) is an on-going effort to ensure that the Phaser 3 API has 100% documentation coverage. Thanks to the monumental effort of myself and the following people we're now really close to that goal! My thanks to:
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16patsle - @icbat - @samme - @telinc1 - anandu pavanan - blackhawx - candelibas - Diego Romero - Elliott Wallace - eric - Georges Gabereau - Haobo Zhang - henriacle - madclaws - marc136 - Mihail Ilinov - naum303 - NicolasRoehm - rejacobson - Robert Kowalski - rootasjey - scottwestover - stetso - therealsamf - Tigran - willblackmore - zenwaichi
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16patsle - @icbat - @gurungrahul2 - @samme - @telinc1 - anandu pavanan - blackhawx - candelibas - Diego Romero - Elliott Wallace - eric - Georges Gabereau - Haobo Zhang - henriacle - madclaws - marc136 - Mihail Ilinov - naum303 - NicolasRoehm - rejacobson - Robert Kowalski - rootasjey - scottwestover - stetso - therealsamf - Tigran - willblackmore - zenwaichi
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If you'd like to help finish off the last parts of documentation then take a look at the [Doc Jam site](http://docjam.phaser.io).
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src/gameobjects/GameObject.js

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*/
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willRender: function (camera)
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{
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return !(GameObject.RENDER_MASK !== this.renderFlags || (this.cameraFilter > 0 && (this.cameraFilter & camera.id)));
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return !(GameObject.RENDER_MASK !== this.renderFlags || (this.cameraFilter !== 0 && (this.cameraFilter & camera.id)));
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},
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/**

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