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@@ -157,6 +157,7 @@ The proxy methods are generated one-time dynamically but only when needed.
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* The Phaser.Device class has been made into a singleton and removed it's dependancy on Phaser.Game (thanks @pnstickne#1328)
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* ArrayList has been renamed to `ArraySet` (as it's actually a data set implementation) and moved from the `core` folder to the `utils` folder (thanks @pnstickne)
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* If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out of AudioContext nodes. If this is the case create a global var called `PhaserGlobal` on the window object before creating the game. The active AudioContext will then be saved to `window.PhaserGlobal.audioContext` when the Phaser game is destroyed, and re-used when it starts again (#1233)
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* Camera.screenView is now deprecated. All Camera culling checks are made against Camera.view now instead.
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### Bug Fixes
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@@ -179,6 +180,8 @@ The proxy methods are generated one-time dynamically but only when needed.
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This fixes a bug in FF where it would use the default DOMMouseWheel (thanks @pnstickne#1313)
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* Stage.smoothed needed to modify the value of PIXI.scaleMode.DEFAULT instead of PIXI.scaleMode.LINEAR (thanks @pixelpicosean#1322)
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* Newly created Groups always had zero z index (thanks @spayton#1291)
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* Sprite.autoCull now properly works if the camera moves around the world.
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* Sprite.inCamera uses a much faster check if auto culling or world bounds checks are enabled and properly adjusts for camera position.
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