Repository: pixijs/pixijs
File: src/scene/container/Container.ts (TypeScript)

Code before:
    public groupColorAlpha = 0xFFFFFFFF; // ABGR

    // / BLEND related props //////////////

    /**
     * @internal
     * @ignore
     */
    public localBlendMode: BLEND_MODES = 'inherit';
    /**
     * @internal
     * @ignore
     */
    public groupBlendMode: BLEND_MODES = 'normal';

    // / VISIBILITY related props //////////////

    // visibility
    // 0b11
    // first bit is visible, second bit is renderable
    /**
     * @internal
     * @ignore
     */
    public localDisplayStatus = 0b111; // 0b11 | 0b10 | 0b01 | 0b00
    /**
     * @internal
     * @ignore
     */
    public globalDisplayStatus = 0b111; // 0b11 | 0b10 | 0b01 | 0b00

    public renderPipeId: string;

    /**
     * An optional bounds area for this container. Setting this rectangle will stop the renderer
     * from recursively measuring the bounds of each children and instead use this single boundArea.
     * This is great for optimisation! If for example you have a 1000 spinning particles and you know they all sit
     * within a specific bounds, then setting it will mean the renderer will not need to measure the
     * 1000 children to find the bounds. Instead it will just use the bounds you set.
     */
    public boundsArea: Rectangle;

    /**
     * A value that increments each time the container is modified
     * the first 12 bits represent the container changes (eg transform, alpha, visible etc)
     * the second 12 bits represent the view changes (eg texture swap, geometry change etc)
     *
     *  view          container
     * [000000000000][00000000000]
     */
    public _didChangeId = 0;

Review comment (suggestion):
```suggestion
     * This property holds three bits: culled, visible, renderable
     * the third bit represents culling (0 = culled, 1 = not culled) 0b100
     * the second bit represents visibility (0 = not visible, 1 = visible) 0b010
     * the first bit represents renderable (0 = renderable, 1 = not renderable) 0b001
     * @internal
```

Code after:
    public groupColorAlpha = 0xFFFFFFFF; // ABGR

    // / BLEND related props //////////////

    /**
     * @internal
     * @ignore
     */
    public localBlendMode: BLEND_MODES = 'inherit';
    /**
     * @internal
     * @ignore
     */
    public groupBlendMode: BLEND_MODES = 'normal';

    // / VISIBILITY related props //////////////

    // visibility
    // 0b11
    // first bit is visible, second bit is renderable
    /**
     * This property holds three bits: culled, visible, renderable
     * the third bit represents culling (0 = culled, 1 = not culled) 0b100
     * the second bit represents visibility (0 = not visible, 1 = visible) 0b010
     * the first bit represents renderable (0 = renderable, 1 = not renderable) 0b001
     * @internal
     * @ignore
     */
    public localDisplayStatus = 0b111; // 0b11 | 0b10 | 0b01 | 0b00
    /**
     * @internal
     * @ignore
     */
    public globalDisplayStatus = 0b111; // 0b11 | 0b10 | 0b01 | 0b00

    public renderPipeId: string;

    /**
     * An optional bounds area for this container. Setting this rectangle will stop the renderer
     * from recursively measuring the bounds of each children and instead use this single boundArea.
     * This is great for optimisation! If for example you have a 1000 spinning particles and you know they all sit
     * within a specific bounds, then setting it will mean the renderer will not need to measure the
     * 1000 children to find the bounds. Instead it will just use the bounds you set.
     */
    public boundsArea: Rectangle;

    /**
     * A value that increments each time the container is modified
     * the first 12 bits represent the container changes (eg transform, alpha, visible etc)
     * the second 12 bits represent the view changes (eg texture swap, geometry change etc)
     *