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Docs update.
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README.md

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@@ -311,6 +311,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Multiple Batched Texture support is now available. This is a WebGL feature that can seriously decrease the volume of draw calls made in complex, or asset heavy, games. To enable it you can either use the new renderer type `Phaser.WEBGL_MULTI`, or you can pass the property `multiTexture: true` in a Phaser.Game configuration object. Once enabled, it cannot be disabled.
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* `game.renderer.setTexturePriority` is the method that goes with the Multiple Texture support. It takes an array as its single argument. The array consists of Phaser.Cache image key strings. Phaser will then try to batch as many of the textures as it can, depending on the hardware limits. If for example the GPU can only batch 8 textures, and you provide an array of 16, then only the first 8 in the array will be batched.
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* Phaser now supports Compressed Textures under WebGL. It will handle loading PVRTC, DDS, ETC1 and S3TC texture formats, with a TrueColor fallback for standard PNGs. Using compressed textures allows the GPU to decode, and access, the texture data much faster than traditional image compression schemes such as JPEG. iOS devices in particular benefit greatly from using PowerVR Texture Compression (PVRTC). The resulting textures take up less memory than their traditional counterparts, and when it comes to iOS, every bit of memory helps! Look at the new `Loader.texture` method for details on using this.
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* Weapon.multiFire is a new property that allows you to set a Weapon as being allowed to call `fire` as many times as you like, per game loop. This allows a single Weapon instance to fire multiple bullets.
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* Weapon.fire has two new arguments: `offsetX` and `offsetY`. If the bullet is fired from a tracked Sprite or Pointer, or the `from` argument is set, this applies a horizontal and vertical offset from the launch position.
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* Weapon.fireOffset attempts to fire a single Bullet from a tracked Sprite or Pointer, but applies an offset to the position first. This is a shorter form of calling `Weapon.fire` and passing in the offset arguments.

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