changelog/v3/3.51/CHANGELOG-v3.51.md
WebGLRenderer.isTextureClean is a new boolean property that tracks of all of the multi-textures are in a clean 'default' state, to avoid lots of gl texture binds and activations during a Scene restart or destruction process.GameObject.removePostPipeline would previously only remove a single pipeline instance. Calling the method with a class will now clear all instances of the pipeline class from the Game Object (thanks @rexrainbow)Layer.destroy will now call destroy on all of its children as well.Layer Game Object has been given all of the missing properties and methods from Game Object to make the class shapes identical. This includes the properties parentContainer, tabIndex, input and body. You cannot set any of these properties, they are ignored by the Layer itself. It also includes the methods: setInteractive, disableInteractive and removeInteractive. A Layer cannot be enabled for input or have a physics body. Fix #5459 (thanks @PhaserEditor2D)Layer.getIndexList is a new method, taken from the Game Object, that will return the index of the Layer in the display list, factoring in any parents.keyup event to not fire because it was filtered out by the Keyboard Plugin repeat key check. Fix #5472 (thanks @cjw6k)Cannot read property 'pipelines' of null to be thrown if using 3.50 with the HEADLESS renderer. Fix #5468 (thanks @Grenagar)Layer.destroy will now emit the DESTROY event at the start of the method. Fix #5466 (thanks @samme)RENDER WARNING: there is no texture bound to the unit ... would be thrown when trying to restart a Scene. When a Scene is shutdown is will now reset the WebGL Texture cache. Fix #5464 (thanks @ffx0s)RENDER WARNING: there is no texture bound to the unit ... would be thrown when destroying a Text Game Object, or any Game Object that uses its own custom texture. Destroying such an object will now reset the WebGL Texture cache. Fix #5464 (thanks @mark-rushakoff)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:
@pol0nium @ErinLMoore @umi-tyaahan @nk9