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eslint fix and log update
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.eslintignore

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@@ -8,3 +8,4 @@ src/geom/polygon/Earcut.js
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src/utils/array/StableSort.js
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src/utils/object/Extend.js
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src/structs/RTree.js
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src/boot/ScaleManager.js

CHANGELOG.md

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* `Camera.x` and `Camera.y` have been turned into getters / setters, mapped to the internal private values `_x` and `_y` respectively. This is so that setting the Camera viewport position directly will now update the new internal resolution calculation vars too.
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* `Camera.setScene` will now set the Cameras `resolution` property at the same time and update the internal viewport vars.
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* The `Cull Tiles` method used by the Dynamic Tilemap Layer has had a nice and significant optimization. It will now use the cull area dimensions to restrict the amount of tile iteration that takes place per layer, resulting in dramatic reductions in processing time on large layers, or multiple layers (thanks @tarsupin)
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### Game Config Resolution Specific Bug Fixes
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src/input/InputManager.js

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@@ -1257,9 +1257,6 @@ var InputManager = new Class({
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pointer.prevPosition.x = pointer.x;
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pointer.prevPosition.y = pointer.y;
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// Set the new position
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var res = this.game.config.resolution;
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pointer.x = (pageX - this.bounds.left) * this.scale.x;
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pointer.y = (pageY - this.bounds.top) * this.scale.y;
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},

src/tilemaps/components/CullTiles.js

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@@ -47,7 +47,7 @@ var CullTiles = function (layer, camera, outputArray)
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var boundsTop = SnapFloor(camera.worldView.y, tileH) - (tilemapLayer.cullPaddingY * tileH);
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var boundsBottom = SnapCeil(camera.worldView.bottom, tileH) + (tilemapLayer.cullPaddingY * tileH);
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var drawLeft = 0
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var drawLeft = 0;
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var drawRight = mapWidth;
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var drawTop = 0;
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var drawBottom = mapHeight;

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