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Fixed an issue where passing null as the Group parent wouldn't set it to game.world as it should have (thanks tito100).
Continued work on the tilemap collision - again, please don't use this version if you need working tilemaps.
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@@ -90,7 +90,7 @@ Phaser.GameObjectFactory.prototype = {
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*
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* @method Phaser.GameObjectFactory#group
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* @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
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* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
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* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
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* @return {Phaser.Group} The newly created group.
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*/
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group: function (parent, name) {
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