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SpriteBatch incorrectly applied the PIXI SpriteBatch prototype over the top of Phaser.Group meaning that Sprites with animations wouldn't render correctly (thanks @qdrj phaserjs#1951)
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README.md

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@@ -380,6 +380,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* InputHandler.pointerOver could fail to return anything in some instances, now always returns a boolean.
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* Tween.onLoop would be fired when a Tween repeated and Tween.onRepeat would be fired when a Tween looped. These are now reversed to fire correctly (thanks @vladkens #2024)
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* Text with lineSpacing set wouldn't apply the lineSpacing to the final line of text in the Text string, or to text with just single lines. This could lead to incorrect height calculations for further layout and unwanted padding at the bottom of Text objects (thanks @Lopdo #2137)
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* SpriteBatch incorrectly applied the PIXI SpriteBatch prototype over the top of Phaser.Group meaning that Sprites with animations wouldn't render correctly (thanks @qdrj #1951)
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### Pixi Updates
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src/gameobjects/SpriteBatch.js

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@@ -36,6 +36,6 @@ Phaser.SpriteBatch = function (game, parent, name, addToStage) {
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};
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Phaser.SpriteBatch.prototype = Phaser.Utils.extend(true, Phaser.SpriteBatch.prototype, Phaser.Group.prototype, PIXI.SpriteBatch.prototype);
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Phaser.SpriteBatch.prototype = Phaser.Utils.extend(true, Phaser.SpriteBatch.prototype, PIXI.SpriteBatch.prototype, Phaser.Group.prototype);
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Phaser.SpriteBatch.prototype.constructor = Phaser.SpriteBatch;

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