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Doc updates.
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README.md

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@@ -272,6 +272,9 @@ If you are an exceptional JavaScript developer and would like to join the Phaser
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* When calling GameObject.revive the `heal` method is called to apply the health value, allowing it to take into consideration a `maxHealth` value if set (thanks @bsparks #2027)
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* Change splice.call(arguments, ..) to use slice instead (thanks @pnstickne #2034 #2032)
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* BitmapData.move, moveH and moveV have a new optional `wrap` argument allowing you to control if the contents of the BitmapData are wrapped around the edges (true) or simply scrolled off (false).
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* Time.desiredFps has moved to a getter / setter.
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* Time.physicsElapsed and Time.physicsElapsedMS are no longer calculated every frame, but only when the desiredFps is changed.
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* Time.update has been streamlined and the `updateSetTimeout` and `updateRAF` methods merged and duplicate code removed.
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### Bug Fixes
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src/physics/p2/ContactMaterial.js

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@@ -36,19 +36,19 @@ Phaser.Physics.P2.ContactMaterial = function (materialA, materialB, options) {
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*/
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/**
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* @property {number} [stiffness=1e7] - Stiffness of the resulting ContactEquation that this ContactMaterial generate.
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* @property {number} [stiffness=1e7] - Stiffness of the resulting ContactEquation that this ContactMaterial generates.
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*/
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/**
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* @property {number} [relaxation=3] - Relaxation of the resulting ContactEquation that this ContactMaterial generate.
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* @property {number} [relaxation=3] - Relaxation of the resulting ContactEquation that this ContactMaterial generates.
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*/
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/**
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* @property {number} [frictionStiffness=1e7] - Stiffness of the resulting FrictionEquation that this ContactMaterial generate.
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* @property {number} [frictionStiffness=1e7] - Stiffness of the resulting FrictionEquation that this ContactMaterial generates.
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*/
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/**
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* @property {number} [frictionRelaxation=3] - Relaxation of the resulting FrictionEquation that this ContactMaterial generate.
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* @property {number} [frictionRelaxation=3] - Relaxation of the resulting FrictionEquation that this ContactMaterial generates.
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*/
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/**

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