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The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list.
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@@ -110,6 +110,8 @@ Setting the `resolution` property in the Game Config to a value other than 1 wou
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* RenderTextures in WebGL will now set the viewport size, stopping the console warning in Firefox. Fix #3823 (thanks @SBCGames)
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* Particles now take the Cameras alpha value into consideration when calculating their final alpha values in WebGL. They previously ignored it. If you now alpha a Camera out all particles will change accordingly.
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* The `CullTiles` updates from 3.11 didn't factor in the position of the Tilemap Layer to its bounds calculations, causing Static layers displayed out of the Camera viewport to never render in Canvas mode. The method has also been optimized further, with less divisions and less checks if culling is disabled.
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* The Particle Emitter when running in Canvas wouldn't allow more than 1 emitter to use a blend mode (as seen in the Electric examples). The blend mode is properly set for each emitter now.
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* The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list.
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