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New CSS3 Filters component and Net class.
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@@ -31,7 +31,6 @@ TODO:
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* Investigate bug re: tilemap collision and animation frames
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* Update tests that use arrow keys and include touch/mouse support (FlxControlHandler style)
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* Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more
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* Stage CSS3 transforms!!! Color tints, sepia, greyscale, all of those cool things :)
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* Add JSON Texture Atlas object support.
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* Pointer.getWorldX(camera) needs to take camera scale into consideration
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* If stage.clear set to false and game pauses, when it unpauses you still see the pause arrow - resolve this
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@@ -56,11 +55,10 @@ TODO:
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* Tilemap.render - move layers length to var
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* Camera control method (touch/keyboard)
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* Tilemap.destroy needs doing
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* Look at the input targetObject - it doesn't seem to get cleared down all the time, maybe just a priority/alpha issue (check vis/alpha?)
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* Sprite.transform.bottomRight/Left doesn't seem to take origin into account
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* When you toggle visible of a button that is over, it doesn't disable that 'over' state (should it? probably yes)
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* Stage.opaqueBackground = 'rgb()' or null, alpha, blendMode, filters, mask, rotation+XYZ,scaleXYZ,visible
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* Stage CSS3 Transforms?
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* Ability to layer another DOM object and have it controlled by the game somehow. Can then do stacked canvas effects.
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* Stage lost to mute
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@@ -157,6 +155,8 @@ V1.0.0
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* SoundManager will now automatically handle iOS touch unlocking.
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* Added TilemapLayer.putTileWorldXY to place a tile based on pixel values, and putTile based on tile map coordinates.
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* Dropped the StageScaleMode.setScreenSize iterations count from 40 down to 10 and document min body height to 2000px.
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* Added Phaser.Net for browser and network specific functions, currently includes query string parsing and updating methods.
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* Added a new CSS3 Filters component. Apply blur, grayscale, sepia, brightness, contrast, hue rotation, invert, opacity and saturate filters to the games stage.
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