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CameraManager.getTotal is a new method that will return the total number of Cameras being managed, with an optional isVisible argument, that only counts visible cameras if set.
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*`CameraManager.currentCameraId` has been removed. IDs are assigned more intelligently now, via the `getNextID` internal method.
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*`CameraManager.addExisting` no longer needs to be passed a Camera that already exists in the pool (as the pool has been removed), meaning you can now create your own Cameras and pass them to `addExisting` and have them treated as normal cameras and not be ignored by the manager. They are also assigned a proper ID when added.
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*`CameraManager.addExisting` has a new boolean argument `makeMain` which will make the new camera the main one.
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*`CameraManager.getTotal` is a new method that will return the total number of Cameras being managed, with an optional `isVisible` argument, that only counts visible cameras if set.
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### New Features
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* Fix extra argument passing in Array.Each (thanks @samme)
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* TileSprite was using the Size compontent instead of ComputedSize, meaning its `getBounds` and `displayWidth` and `displayHeight` results were incorrect. Fix #3789 (thanks @jjalonso)
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* ArrayUtils.AddAt didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788 (thanks @jjalonso)
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* The `Pointer.camera` property would only be set if there was a viable Game Object in the camera view. Now it is set regardless, to always be the Camera the Pointer interacted with.
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