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BitmapData.copy, and by extension draw, drawFull, drawGroup, etc, would incorrectly handle drawing a tinted Sprite if it was using a frame from a texture atlas (thanks @PhaserDebugger phaserjs#2405)
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README.md

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@@ -350,6 +350,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Fix typo in p2 BodyDebug.componentToHex that made most debug bodies appear reddish in color (thanks @englercj #2381)
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* Previously when a sprite was tinted and a new texture was loaded then the tint did not apply to the texture and the old tinted texture was used (thanks @CptSelewin #2383)
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* Negative lineSpacing in Text objects will no longer crop the bottom pixels off lines of text (thanks @gaelenh #2379 #2374)
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* BitmapData.copy, and by extension draw, drawFull, drawGroup, etc, would incorrectly handle drawing a tinted Sprite if it was using a frame from a texture atlas (thanks @PhaserDebugger #2405)
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### Pixi Updates
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src/gameobjects/BitmapData.js

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@@ -1255,6 +1255,7 @@ Phaser.BitmapData.prototype = {
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}
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this._image = source.tintedTexture;
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this._pos.set(0);
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}
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}
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else

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