changelog/v3/3.2/CHANGELOG-v3.2.md
resize event which your Scene can respond to. It will be sent the new width and height of the canvas as the only two parameters.renderType in the Game Config and it will run a special game step that skips rendering. It will still create a Canvas element, as lots of internal systems (like input) rely on it, but it will not draw anything to it. Fix #3256 (thanks @rgk)dropZone which will allow you to set the object as being a drop zone right from the method.remove which allows you to remove and destroy a Scene, freeing up the Scene key for use by future scenes and potentially clearing the Scene from active memory for gc.allowRotation to the parent Game Object._queue.length rather than a cached length (thanks @srobertson421)ScenePlugin.launch the data argument is now passed to the queued scenes (thanks @gaudeon)y position if the value given never exceed the Rectangles bottom. Fix #3290 (thanks @chancezeus)topOnly within the Input Manager had broken the way drop zones worked, as they were now filtered out of the display list before processing. Drop zones are now treated on their own in the Input Plugin meaning you can still have topOnly set and still drop an item into a drop zone. This indirectly fixed #3291 (thanks @rexrainbow)_drag array.sign property had a method collision. Fix #3323 (thanks @vinerz and @samme)collideGroupVsSelf), it now calls collideGroupVsGroup correctly (thanks @patrickgalbraith)setSizeToFrame() and updateDisplayOrigin() on the parent Game Object in order to catch situations where you've started playing an animation on a Game Object that uses a different size to the previously set frame.setText unless the new text is different to the old one.transparent in the Game Config but didn't provide a backgroundColor then it would render as black. It will now be properly transparent. If you do provide a color value then it must include an alpha component.setFrame method of the Texture component has been updated so that it will now automatically reset the width and height of a Game Object to match that of the new Frame. Related, it will also adjust the display origin values, because they are size based. If the Frame has a custom pivot it will set the origin to match the custom pivot instead.keyB argument opens this up.init state.keydown events if you keep holding a key down. Fix #3239 (thanks @squaresun)