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Sorted out the bounds for when sprites are in trimmed texture atlases to stop the physics checks going insane. Also bundled in Advanced Physics lib, although not hooked up yet.
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@@ -139,6 +139,7 @@ Phaser.Utils.Debug.prototype = {
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this.context.strokeStyle = 'rgba(0,0,255,0.8)';
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this.context.stroke();
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this.renderPoint(sprite.center);
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this.renderPoint(sprite.topLeft);
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this.renderPoint(sprite.topRight);
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this.renderPoint(sprite.bottomLeft);
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