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Update CHANGELOG-v3.50.md
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CHANGELOG-v3.50.md

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@@ -309,6 +309,8 @@ The Animation API has had a significant overhaul to improve playback handling. I
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* The Game Object `Component.Animation` component has been renamed to `AnimationState` and has moved namespace. It's now in `Phaser.Animations` instead of `GameObjects.Components` to help differentiate it from the `Animation` class when browsing the documentation.
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* The `play`, `playReverse`, `playAfterDelay`, `playAfterRepeat` and `chain` Sprite and Animation Component methods can now all take a `Phaser.Types.Animations.PlayAnimationConfig` configuration object, as well as a string, as the `key` parameter. This allows you to override any default animation setting with those defined in the config, giving you far greater control over animations on a Game Object level, without needing to globally duplicate them.
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* `AnimationState.create` is a new method that allows you to create animations directly on a Sprite. These are not global and never enter the Animation Manager, instead risiding within the Sprite itself. This allows you to use the same keys across both local and global animations and set-up Sprite specific local animations.
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* `AnimationState.generateFrameNumbers` is a new method that is a proxy for the same method available under the Animation Manager. It's exposed in the Animation State so you're able to access it from within a Sprite (thanks @juanitogan)
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* `AnimationState.generateFrameNames` is a new method that is a proxy for the same method available under the Animation Manager. It's exposed in the Animation State so you're able to access it from within a Sprite (thanks @juanitogan)
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* All playback methods: `play`, `playReverse`, `playAfterDelay` and `playAfterRepeat` will now check to see if the given animation key exists locally on the Sprite first. If it does, it's used, otherwise it then checks the global Animation Manager for the key instead.
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* `AnimationState.skipMissedFrames` is now used when playing an animation, allowing you to create animations that run at frame rates far exceeding the refresh rate, or that will update to the correct frame should the game lag. Feature #4232 (thanks @colorcube)
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* `AnimationManager.addMix` is a new method that allows you to create mixes between two animations. Mixing allows you to specify a unique delay between a pairing of animations. When playing Animation A on a Game Object, if you then play Animation B, and a mix exists, it will wait for the specified delay to be over before playing Animation B. This allows you to customise smoothing between different types of animation, such as blending between an idle and a walk state, or a running and a firing state.

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