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MatterSprite would set its type property to be Image. It now sets it to be Sprite as it should do.
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CHANGELOG.md

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@@ -205,6 +205,7 @@ one set of bindings ever created, which makes things a lot cleaner.
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* `WebGLRenderer.pushScissor` now has a new optional argument `drawingBufferHeight` which allows you to specify the drawing buffer height, rather than use the renderers default value.
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* `WebGLRenderer.preRender` now calls `gl.clearColor` in order to restore the background clear color in case something, like a Render Texture, has changed it.
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* `Map.set` will now update an existing value if you provide it with a key that already exists within the Map. Previously, if you tried to set the value of a key that existed it would be skipped.
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* `MatterSprite` would set its `type` property to be `Image`. It now sets it to be `Sprite` as it should do.
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### Bug Fixes
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src/physics/matter-js/MatterSprite.js

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@@ -89,7 +89,7 @@ var MatterSprite = new Class({
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function MatterSprite (world, x, y, texture, frame, options)
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{
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GameObject.call(this, world.scene, 'Image');
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GameObject.call(this, world.scene, 'Sprite');
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this.anims = new AnimationComponent(this);
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