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Update change log v2.20.0
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samme committed Dec 9, 2022
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17 changes: 13 additions & 4 deletions CHANGELOG.md
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- Removed `Phaser.GAMES`.
- Removed `PIXI.defaultRenderer`.
- Removed `PIXI.game`.
- Phaser.Game#isRunning has changed slightly: it now changes from `false` to `true` when the core game loop starts running and to `false` when the game is destroyed.

### Bug Fixes
### New Features

- Phaser.Point.multiplyAdd() now adds as described.
- Phaser.Rope now skips Canvas rendering when invisible.
- Creating a RenderTexture after destroying a game now doesn't error (#729).
- Phaser.Game#onDestroy is a new signal that is fired at the beginning of the game destroy sequence.
- Phaser.CanvasPool.clear() empties the canvas pool.

### Updates

- Phaser.Utils.Debug now has all its methods stubbed when disabled.
- There's a console message reminding you to disable the debug canvas in production, if it's enabled. You can disable it by passing `{ enableDebug: false }` in the game config or making a custom build of Phaser CE without the `debug` module.
- When the game is destroyed, its signals are disposed, more properties are nullified, and `isBooted` and `isRunning` change to `false`.

### Bug Fixes

- Fixed incorrect result in Phaser.Point.multiplyAdd().
- Fixed Phaser.Rope appearing in the Canvas renderer when invisible.
- Fixed an error destroying the game before it's booted (#728).
- Fixed an error creating a RenderTexture after destroying the game (#729).

### Thanks

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