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Phaser.Image now has the ScaleMinMax component.
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README.md

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@@ -331,7 +331,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Phaser.Tileset has a new property `lastgid` which is populated automatically by the TilemapParser when importing Tiled map data, or can be set manually if building your own tileset.
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* Stage will now check if `document.hidden` is available first, and if it is then never even check for the prefixed versions. This stops warnings like "mozHidden and mozVisibilityState are deprecated" in newer versions of browsers and retain backward compatibility (thanks @leopoldobrines7 #2656)
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* As a result of changes in #2573 Graphics objects were calling `updateLocalBounds` on any shape change, which could cause dramatic performances drops in Graphics heavy situations (#2618). Graphics objects now have a new flag `_boundsDirty` which is used to detect if the bounds have been invalidated, i.e. by a Graphics being cleared or drawn to. If this is set to true then `updateLocalBounds` is called once in the `postUpdate` method (thanks @pengchuan #2618)
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* Phaser.Image now has the ScaleMinMax component.
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### Bug Fixes
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src/gameobjects/Image.js

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* @extends Phaser.Component.LoadTexture
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* @extends Phaser.Component.Overlap
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* @extends Phaser.Component.Reset
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* @extends Phaser.Component.ScaleMinMax
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* @extends Phaser.Component.Smoothed
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
@@ -68,6 +69,7 @@ Phaser.Component.Core.install.call(Phaser.Image.prototype, [
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'LoadTexture',
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'Overlap',
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'Reset',
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'ScaleMinMax',
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'Smoothed'
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]);
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