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The DisplayObject.worldRotation value didn't sign the wt.c value correctly, meaning the rotation would be wrong.
The `DisplayObject.worldScale` value didn't multiply the local objects scale into the calculation, meaning the value wasn't a true representation of the objects world scale.
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@@ -396,6 +396,8 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Sometimes the browser would cause a race condition where any connected Game Pads were being detected before the callback had a chance to be established. Also sometimes the rawPad references would become stale, and are now checked constantly (thanks @cwleonard#2471)
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* Sound.isPlaying was set to false when doing an audio loop, but never set back to true if it's a sound not using a marker (thanks @TheJasonReynolds#2529)
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* Phaser.Rectangle.aabb would fail if the Rectangles used negative offsets. It now calculates the bounds accurately (thanks @fillmoreb#2545)
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* The `DisplayObject.worldRotation` value didn't sign the `wt.c` value correctly, meaning the rotation would be wrong.
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* The `DisplayObject.worldScale` value didn't multiply the local objects scale into the calculation, meaning the value wasn't a true representation of the objects world scale.
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