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Updated change log
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CHANGELOG.md

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* `Camera.midPoint` is a new Vec2 property that is updated every frame. Use it to obtain exactly where in the world the center of the camera is currently looking.
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* `Camera.displayWidth` is a new property that returns the display width of the camera, factoring in the current zoom level.
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* `Camera.displayHeight` is a new property that returns the display height of the camera, factoring in the current zoom level.
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* `Camera.worldView` is a new property, an instance of a Rectangle, that contains the dimensions of the area of the world currently visible by the camera. You can use it for intersection or culling tests that don't need to factor in camera rotation.
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* `Camera.dirty` is a new boolean property. A dirty Camera has had either its viewport size, bounds, scroll, rotation or zoom levels changed since the last frame. The flag is reset in the `postCameraRender` method, but until that point can be checked and used.
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* `Camera.centerOn` is a new method that will move the camera so its viewport is centered on the given coordinates. A handy way of jumping to different points around a map without needing to calculate the scroll offsets.
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* The Camera bounds didn't factor in the camera zoom properly, meaning you would often not be able to reach the corners of a camera bound world at a zoom level other than 1. The bounds are now calculated each frame to ensure they match the zoom level and it will no longer allow you to scroll off the edge of the bounds. Fix #3547 (thanks @nkholski)
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* `Camera.centerToBounds` didn't take the bounds offset into account, so bounds at non-zero positions wouldn't center properly. All bounds now center correctly. Fix #3706 (thanks @cyantree)
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* The `DynamicBitmapText` class now extends the `BitmapText` class. This saves on lots of space in the bundle and consolidates functionality between the two. Please be aware of it if you have classes that extend either of them.
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* If you were using the `displayCallback` in the `DynamicBitmapText` class it would generate a brand new object containing all the glyph data, every frame, for every glyph, and send it to the callback. This has been changed so it now uses a new cached local object: `callbackData`. This object is recycled for every glyph, stopping un-needed gc from building up.
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### Dynamic Tilemap Layer New Features, Updates and Bug Fixes
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* `DynamicTilemapLayer.tilesDrawn` is a read-only property that contains the number of tiles sent to the renderer in the previous frame.
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* `DynamicTilemapLayer.tilesTotal` is a read-only property that contains the total number of tiles in the layer, updated every frame.
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* `DynamicTilemapLayer.skipCull` and its associated chainable method `setSkipCull` allows you to control if the cameras should cull the layer tiles before rendering them or not. By default they will cull, to avoid over-rendering, but in some circumstances you may wish to disable this and can now do so by toggling this property.
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* The `CullTiles` component, as used by the Dynamic Tilemap, has been recoded from scratch to take advantage of updates in the Camera system. It will now properly cull tiles, irrespective of the layer scale, or camera zoom. It also now supports the layers `skipCull` property, allowing you to override the culling. The Dungeon Generator labs demo now works again as a result of this fix, and has been updated with a debug mode and camera control UI. You can edit the example source to swap between 4 different dungeon layouts, from 2500 tiles up to 1 million tiles. There are limitations to the way the culling works though. If you rotate the camera you may find you see the cull edge. You can disable this using the new `skipCull` property.
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### New Features
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* `Graphics.fillRoundedRect` will draw a stroked rounded rectangle to a Graphics object. The radius of the corners can be either a number, or an object, allowing you to specify different radius per corner (thanks @TadejZupancic)

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