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@@ -327,10 +327,12 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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### Updates
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* TypeScript definitions fixes and updates (thanks @clark-stevenson)
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* Docs typo fixes (thanks)
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* Removed a console.log from the TilingSprite generator.
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* Docs typo fixes (thanks@thiagojobson)
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* Removed a `console.log` from the TilingSprite generator.
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* Sound.position can no longer become negative, meaning calls to AudioContextNode.start with negative position offsets will no longer throw errors (thanks @Weedshaker#2351)
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* The default state of the internal property `_boundDispatch` in Phaser.Signal is now `false`, which allows for use of boundDispatches (thanks @alvinlao#2346)
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* The Tiled parser only supports un-compressed layer data. Previously it would silently fail, now it detects if layer compression is used and displays a console warning instead (thanks @MannyC#2413)
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* The Tiled parser now removes the `encoding` parameter so that a subsequent process doesn't try to decode the data again (thanks @MannyC#2412)
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### Bug Fixes
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@@ -339,6 +341,8 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Phaser.World.centerX and Phaser.World.centerY only worked if the bounds had an origin of 0, 0. They now take into account the actual origin (thanks @fillmoreb#2353)
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* SoundManager.destroy now validates that context.close is a valid function before calling it (thanks @brianbunch#2355)
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* SoundManager.destroy doesn't close the context if it's being stored in PhaserGlobal (thanks @brianbunch#2356)
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* Fix typo in p2 BodyDebug.componentToHex that made most debug bodies appear reddish in color (thanks @englercj#2381)
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* Previously when a sprite was tinted and a new texture was loaded then the tint did not apply to the texture and the old tinted texture was used (thanks @CptSelewin#2383)
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