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CHANGELOG.md

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@@ -116,6 +116,14 @@ There is an extensive [Migration Guide](https://github.com/photonstorm/phaser/bl
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* Sounds that had been paused via game code would un-mute if the game paused and resumed.
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* CSV Tilemap tiles would incorrectly set the Tile layer reference, causing collision to fail (thanks @Chapelin, fix #692)
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### 2.0.4 - zero hour updates
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The following issues were fixed in 2.0.4 approx. 1 hour after official release:
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* ScaleManager seeds _check private var with null to avoid later comparison check (thanks @jflowers45, fix #782)
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* P2.Body.applyForce should have used pxmi instead of pxm (thanks @Trufi, fix #776)
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* P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix #783)
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* Tilemap.getTile and getTileXY used to return `null` in 2.0.3 but returned a Tile object in 2.0.4 (with an index of -1), they now return `null` again.
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## Version 2.0.3 - "Allorallen" - 11th April 2014
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README.md

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@@ -65,6 +65,16 @@ Version 2.0.5 - "Tanchico" - in development
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* P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix #783)
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* Tilemap.getTile and getTileXY used to return `null` in 2.0.3 but returned a Tile object in 2.0.4 (with an index of -1), they now return `null` again.
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### 2.0.4 - zero hour updates
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The following issues were fixed in 2.0.4 approx. 1 hour after official release:
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* ScaleManager seeds _check private var with null to avoid later comparison check (thanks @jflowers45, fix #782)
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* P2.Body.applyForce should have used pxmi instead of pxm (thanks @Trufi, fix #776)
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* P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix #783)
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* Tilemap.getTile and getTileXY used to return `null` in 2.0.3 but returned a Tile object in 2.0.4 (with an index of -1), they now return `null` again.
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There is an extensive [Migration Guide](https://github.com/photonstorm/phaser/blob/master/resources/Migration%20Guide.md) available for those converting from Phaser 1.x to 2.x. In the guide we detail the API breaking changes and approach to our new physics system.
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