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Added FullScreen API support and fixed numerous StageScaleMode issues.
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@@ -20,7 +20,29 @@ Latest Update
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V0.9.6
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*
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* Documentation! Every class now has documentation for nearly every single function - if you spot a typo, please shout! (thanks pixelpicosean)
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* Grunt file updated to produce the new Special FX JS file (thanks HackManiac)
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* Fixed issue stopping Phaser working on iOS 5 (i.e. iPad 1)
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* Created new mobile test folder, updated index.php to use mobile CSS and made some mobile specific tests
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* Fixed a few speed issues on Android 2.x stock browser, but it's still tricky to get a fast game out of it
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* Moved Camera context save/restore back inside parameter checks (sped-up Samsung S3 stock browser)
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* Fixed bug with StageScaleMode.checkOrientation not respecting the NO_SCALE value
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* Added MSPointer support (thanks Diego Bezerra)
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* Added Camera.clear to perform a clearRect instead of a fillRect if needed (default is false)
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* Swapped Camera.opaque default from true to false re: performance
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* Updated Stage.visibilityChange to avoid pause screen locking in certain situations
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* Added StageScaleMode.enterLandscape and enterPortrait signals for easier device orientation change checks
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* Added StageScaleMode.isPortrait
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* Updated StageScaleMode to check both window.orientationchange and window.resize events
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* Updated RequestAnimationFrame to use performance.now for sub-millisecond precision and to drive the Game.time.update loop
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* Updated RequestAnimationFrame setTimeout to use fixed timestep and re-ordered callback sequence. Android 2/iOS5 performance much better now
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* Removed Stage.ORIENTATION_LANDSCAPE statics because the values should be taken from Stage.scale.isPortrait / isLandscape
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* Removed Stage.maxScaleX/Y and moved them into StageScaleMode.minWidth, minHeight, maxWidth and maxHeight
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* Fixed Stage.scale so that it resizes without needing an orientation change
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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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* Added StageScaleMode.startFullscreen(), stopFullScreen() and isFullScreen for making use of the FullScreen API on desktop browsers
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Requirements
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------------
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@@ -29,7 +51,7 @@ Games created with Phaser require a modern web browser that supports the canvas
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For developing with Phaser you can use either a plain-vanilla JavaScript approach or [TypeScript](https://typescript.codeplex.com/). We made no assumptions about how you like to code your games, and were careful not to impose any form of class/inheritance/structure upon you.
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If you are compiling via TypeScript from the command-line please use `--target ES5` and `--nolib`
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If you are compiling via TypeScript from the command-line please use `--target ES5`
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If you need it the included Grunt file will generate a RequireJS/CommonJS version of Phaser on build.
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