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Removed PixiPatch as it's no longer needed. Re-worked all of the Sprite autoCull and inWorld checks and cached the bounds. Fixed the Body calculations so physics is working again.
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@@ -73,7 +73,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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* @property {number} deltaCap - The maximum a delta is allowed to reach before its capped.
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* @default
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*/
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this.deltaCap = 2;
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this.deltaCap = 10;
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/**
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* @property {Phaser.Point} gravity - The gravity applied to the motion of the Body. This works in addition to any gravity set on the world.
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@@ -387,8 +387,6 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
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this.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
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// console.log('body pre', this.preX, this.preY, 'now', this.x, this.y);
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// This covers any motion that happens during this frame, not since the last frame
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this.preX = this.x;
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this.preY = this.y;
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