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Update change log v2.20.0
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CHANGELOG.md

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- Removed `Phaser.GAMES`.
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- Removed `PIXI.defaultRenderer`.
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- Removed `PIXI.game`.
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- 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.
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### Bug Fixes
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### New Features
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- Phaser.Point.multiplyAdd() now adds as described.
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- Phaser.Rope now skips Canvas rendering when invisible.
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- Creating a RenderTexture after destroying a game now doesn't error (#729).
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- Phaser.Game#onDestroy is a new signal that is fired at the beginning of the game destroy sequence.
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- Phaser.CanvasPool.clear() empties the canvas pool.
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### Updates
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- Phaser.Utils.Debug now has all its methods stubbed when disabled.
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- 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.
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- When the game is destroyed, its signals are disposed, more properties are nullified, and `isBooted` and `isRunning` change to `false`.
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### Bug Fixes
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- Fixed incorrect result in Phaser.Point.multiplyAdd().
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- Fixed Phaser.Rope appearing in the Canvas renderer when invisible.
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- Fixed an error destroying the game before it's booted (#728).
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- Fixed an error creating a RenderTexture after destroying the game (#729).
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### Thanks
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