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@@ -298,6 +298,7 @@ If you are an exceptional JavaScript developer and would like to join the Phaser
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* Tilemap.getObjectIndex has been removed as it didn't work correctly in most cases, and it's easier to just scan the Tilemap.objects object directly anyway (#2242)
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* GameObject.revive will now set the health amount to 100 instead of 1, bringing it in-line with the `maxHealth` default value.
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* Moved the Sound.disconnect after the Sound.stop call in Web Audio (#2280)
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* BitmapData.drawGroup can now handle drawing Emitters and BitmapText objects that are part of the Group.
* A proxy for drawGroup that handles child iteration for more complex Game Objects.
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*
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* @method Phaser.BitmapData#drawGroupProxy
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* @private
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* @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapText} child - The child to draw.
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* @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.
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* @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.
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