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Updated DynamicTexture.setPixel, added GameMath.shuffleArray, fixed Animation.frame and created a few new tests
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@@ -72,6 +72,16 @@ V0.9.6
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* Added Basic.ignoreGlobalRender - stops the object being rendered as part of the main game loop, you'll need to call render on it yourself
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* Added forceUpdate and forceRender parameters to Group.update and Group.render respectively. Combined with ignoreGlobal you can create custom rendering set-ups
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* Fixed Loader.progress calculation so it now accurate passes a value between 0 and 100% to your loader callback
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* Added a 'hard reset' parameter to Input.reset. A hard reset clears Input signals (such as on a state swap), a soft (such as on game pause) doesn't
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* Added Device.isConsoleOpen() to check if the browser console is open. Tested on Firefox with Firebug and Chrome with DevTools
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* Added delay parameter to Tween.to()
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* Fixed bug where GeomSprite.renderOutline was being ignored for Circle objects
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* Fixed bug with GeomSprite circles rendering at twice the size they should have been and offset from actual x/y values
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* Added Sprite.cacheKey which stores the key of the item from the cache that was used for its texture (if any)
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* Added GameMath.shuffleArray
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* Updated Animation.frame to return the index of the currentFrame if set
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* TODO: Check that tween pausing works with the new performance.now
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* TODO: Game.Time should monitor pause duration
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