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Copy file name to clipboardExpand all lines: CHANGELOG.md
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# Change Log
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## Unreleased
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## Version 2.19.1 - 13 October 2021
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### Bug Fixes
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-[TilemapLayer#getRayCastTiles()](https://photonstorm.github.io/phaser-ce/Phaser.TilemapLayer.html#getRayCastTiles) was less efficient and behaved incorrectly for horizontal or vertical rays.
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-[Text](https://photonstorm.github.io/phaser-ce/Phaser.Text.html#Text) no longer errors when missing a `style` parameter.
Copy file name to clipboardExpand all lines: README.md
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Phaser CE is based on Phaser v2.6.2 by [Photon Storm](http://www.photonstorm.com). [Phaser v3](http://phaser.io/phaser3) and [Phaser v4](https://github.com/phaserjs/phaser4) are in active development.
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The [current Phaser CE release is 2.19.0](https://github.com/photonstorm/phaser-ce/releases/tag/v2.19.0).
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The [current Phaser CE release is 2.19.1](https://github.com/photonstorm/phaser-ce/releases/tag/v2.19.0).
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-**Visit:** The [Phaser website](http://phaser.io) and follow on [Twitter](https://twitter.com/photonstorm) (#[phaserjs](https://twitter.com/hashtag/phaserjs))
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-**Learn:**[API Docs](https://photonstorm.github.io/phaser-ce/), [Support Forum][forum] and [StackOverflow](https://stackoverflow.com/questions/tagged/phaser-framework)
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[Phaser CE is on jsDelivr](http://www.jsdelivr.com/projects/phaser-ce). Include the following in your html:
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/**
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* @property {boolean} forceSingleUpdate - Use a variable-step game loop (true) or a fixed-step game loop (false).
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* @default
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* @see Phaser.Time#desiredFps
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*/
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this.forceSingleUpdate = true;
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this.forceSingleRender = false;
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/**
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* @property {boolean} dropFrames - Skip a logic update and render if the delta is too large (see {@link Phaser.Time#deltaMax}).
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* @property {boolean} dropFrames - Skip a logic update and render if the delta is too large (see {@link Phaser.Time#deltaMax}). When false, the delta is clamped to the maximum instead.
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* @default
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*/
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this.dropFrames = false;
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