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readme updates.
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README.md

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@@ -94,6 +94,7 @@ Version 2.1.2 - "Whitebridge" - in development
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* Sprite.loadTexture if given a BitmapData as the texture will now query the cache to see if it has any associated FrameData, and if so it will load that into the AnimationManager.
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* BitmapData.textureLine takes a Phaser.Line object and an image in the image cache. It then accurately draws the image as a repeating texture for the full length of the line.
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* AnimationManager.name will now return the `name` property of the currently playing animation, if any.
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* Group.filter takes a predicate function and passes child, index, and the entire child array to it. It then returns an ArrayList containing all children that the predicate returns true for (thanks @codevinsky #1187)
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### Updates
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* Color.hexToColor has been optimised to inline the regex and has moved the createColor call so it now populates the color object fully, not just setting the r,g,b properties.
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* Keyboard.PLUS and Keyboard.MINUS have been added to the list of key codes (thanks @VictorBjelkholm #1281)
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### Bug Fixes
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* If Game Objects change their frame, such as with an animated Sprite, and the change goes from a previously trimmed frame to a non-trimmed (full size) one, then the previous trim values were still left active, causing it to glitch (thanks stupot)
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* A Timer with a delay value that was a float and not an integer would not loop correctly. Timer delay values are now passed through Math.round to avoid this (thanks @osmanzeki #1196)
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* The Loader would incorrectly call `fileComplete` for legacy audio files instead of setting it as a callback, throwing up errors if the audio file failed to load (thanks @spayton #1212)
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* The Uint32Array check used in Utils was incorrectly replacing Uint32Array on Safari, causing errors like BitmapData.getPixel32 to fail and other related issues (fixes #1043 and #1197)
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* Camera.follow would break if the parent of the Sprite being followed was scaled in any way (thanks @englercj #1222)
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For details about changes made in previous versions of Phaser see the full Change Log at https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md

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