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Fixed issue in Camera.inCamera check where it wouldn't take into consideration the Sprites scrollFactor.
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@@ -88,6 +88,14 @@
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<Content Include="input\drag sprite 2.js">
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<DependentUpon>drag sprite 2.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="input\motion lock.ts" />
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<TypeScriptCompile Include="input\motion lock 2.ts" />
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<Content Include="input\motion lock 2.js">
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<DependentUpon>motion lock 2.ts</DependentUpon>
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</Content>
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<Content Include="input\motion lock.js">
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<DependentUpon>motion lock.ts</DependentUpon>
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</Content>
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<Content Include="input\over sprite 1.js">
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<DependentUpon>over sprite 1.ts</DependentUpon>
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</Content>
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@@ -96,9 +104,17 @@
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<DependentUpon>over sprite 2.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="input\touch priority.ts" />
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<TypeScriptCompile Include="input\snap 1.ts" />
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<Content Include="input\snap 1.js">
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<DependentUpon>snap 1.ts</DependentUpon>
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</Content>
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<Content Include="input\touch priority.js">
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<DependentUpon>touch priority.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="input\world drag.ts" />
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<Content Include="input\world drag.js">
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<DependentUpon>world drag.ts</DependentUpon>
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</Content>
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<Content Include="particles\graphic emitter.js">
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<DependentUpon>graphic emitter.ts</DependentUpon>
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</Content>
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