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readme update.
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@ -221,6 +221,7 @@ removal of the automatic closure, results in a very lightweight
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~24bytes/object (in Chrome) for unbound signals.
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* With this change in place Signals now consume less than 50KB / 50KB (shallow / retained memory) for 200 sprites, where-as before they used 300KB / 600KB (thanks @pnstickne #1359)
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* Time.elapsedMS holds the number of milliseconds since the last Game loop, regardless of raF or setTimout being used.
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* Incorrectly prepared tilemap images (with dimensions not evenly divisible by the tile dimensions) would render incorrectly when compared to the display seen in Tiled. The Phaser tilemap code has been adjusted to match the way Tiled deals with this, which should help if you're using tileset images that contain extra padding/margin pixels. Additional console warnings have been added. However the fact remains that you should carefully prepare your tilesets before using them. Crop off extra padding, make sure they are the right dimensions (thanks @SoulBeaver for the report and @pnstickne for the fix #1371)
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### Bug Fixes
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