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@@ -107,6 +107,7 @@ In combination these updates fix issues #4732 and #4672. My thanks to @BenjaminD
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*`WebGLRenderer.createTexture2D` has a new optional parameter `forceSize`, which will force the gl texture creation to use the dimensions passed to the method, instead of extracting them from the pixels object, if provided.
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* The `GameObject.setTexture` method can now accept either a string, in which case it looks for the texture in the Texture Manager, or a Texture instance, in which case that instance is set as the Game Object's texture.
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*`TextureManager.get` can now accept either a string-based key, or a Texture instance, as its parameter.
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*`SceneManager.stop` now has an optional `data` parameter, which is passed to the Scene shutdown method. Fix #4510 (thanks @Olliebrown@GetsukenStudios)
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### Bug Fixes
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@@ -129,12 +130,13 @@ In combination these updates fix issues #4732 and #4672. My thanks to @BenjaminD
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*`DynamicBitmapText.setOrigin` wouldn't change the origin when using the Canvas Renderer, only in WebGL. It now sets the origin regardless of renderer. Fix #4108 (thanks @garethwhittaker)
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*`DynamicBitmapText` wouldn't respect the multi-line alignment values when using the Canvas Renderer. It now uses them in the line calculations.
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*`DynamicBitmapText` and `BitmapText` wouldn't render at the correct position when using scaled BitmapText and an origin. Fix #4054 (thanks @Aveyder)
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* Incorrect lighting on batched Sprites. The lighting was not correct when batching several sprites with different rotations. Each sprite now uses its own `uInverseRotationMatrix` to compute the lighting correctly (thanks @gogoprog)
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### Examples, Documentation and TypeScript
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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:
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