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Update CHANGELOG-v3.61.md
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photonstorm committed Oct 13, 2023
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# Bug Fixes

* The `PostFXPipeline` will now set `autoResize` to `true` on all of its `RenderTarget` instances. This fixes an issue where the `PostFXPipeline` would not resize the render targets when the game size changed, causing them to become out of sync with the game canvas. Fix #6503 #6527 (thanks @Waclaw-I @rexrainbow)
* The `PostFXPipeline` will now set `autoResize` to `true` on all of its `RenderTarget` instances. This fixes an issue where the `PostFXPipeline` would not resize the render targets when the game size changed, causing them to become out of sync with the game canvas. Fix #6503 (thanks @Waclaw-I)
* `Particle.scaleY` would always be set to the `scaleX` value, even if given a different one within the config. It will now use its own value correctly.
* `Array.Matrix.RotateLeft` was missing the `total` parameter, which controls how many times to rotate the matrix.
* `Array.Matrix.RotateRight` was missing the `total` parameter, which controls how many times to rotate the matrix.
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* Calling the `Line.setLineWidth` method on the Line Shape Game Object would result in a line with double the thickness it should have had in WebGL. In Canvas it was the correct width. Both renderers now match. Fix #6604 (thanks @AlvaroNeuronup)
* The `DynamicTexture` was leaking memory by leaving a WebGLTexture in memory when its `setSize` method was called. This happens automatically on instantiation, meaning that if you created DynamicTextures and then destroyed them frequently, memory would continue to increase (thanks David)
* `DynamicTexture.width` and `height` were missing from the class definition, even though they were set and used internally. They're now exposed as read-only properties.
* The `BitmapMask` wouldn't correctly set the gl viewport when binding, which caused the mask to distort in games where the canvas resizes from its default. Fix #6527 (thanks @rexrainbow)

## Examples, Documentation, Beta Testing and TypeScript

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