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BitmapText.setText will check if the value given is falsey but not a zero and set to an empty string if so.
BitmapText.setText will now cast the given value to a string before setting.
BitmapText.setText will not change the text via `setText` unless the new text is different to the old one.
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### Updates
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* AnimationComponent.play now calls `setSizeToFrame()` and `updateDisplayOrigin()` on the parent Game Object in order to catch situations where you've started playing an animation on a Game Object that uses a different size to the previously set frame.
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* Text.setText will check if the value given is falsey but not a zero and set to an empty string if so.
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* BitmapText.setText will check if the value given is falsey but not a zero and set to an empty string if so.
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* BitmapText.setText will now cast the given value to a string before setting.
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* BitmapText.setText will not change the text via `setText` unless the new text is different to the old one.
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