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Vector2.setTo is a method alias for Vector2.set allowing it to be used inter-changeably with Geom.Point.
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@ -39,6 +39,7 @@ being passed to the simulation. The default value is 1 to remain consistent with
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* The WebGL TileSprite batch now modulates the tilePosition to avoid large values being passed into the UV data, fixing corruption when scrolling TileSprites over a long period of time. Fix #3402 (thanks @vinerz @FrancescoNegri)
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* LineCurve.getResolution was missing the `divisions` argument and always returning 1, which made it fail when used as part of a Path. It now defaults to return 1 unless specified otherwise (thanks _ok)
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* A Game Object enabled for drag would no longer fire over and out events after being dragged, now it does (thanks @jmcriat)
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* Line.getPointA and Line.getPointB incorrectly set the values into the Vector2 (thanks @Tomas2h)
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### Updates
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@ -51,6 +52,7 @@ being passed to the simulation. The default value is 1 to remain consistent with
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* The GamepadManager now extends EventEmitter directly, just like the KeyboardManager does.
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* The Gamepad Axis threshold has been increased from 0.05 to 0.1.
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* Utils.Array.FindClosestInSorted has a new optional argument `key` which will allow you to scan a top-level property of any object in the given sorted array and get the closest match to it.
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* Vector2.setTo is a method alias for Vector2.set allowing it to be used inter-changeably with Geom.Point.
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### Animation Component Updates
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@ -138,6 +138,22 @@ var Vector2 = new Class({
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return this;
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},
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/**
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* This method is an alias for `Vector2.set`.
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*
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* @method Phaser.Math.Vector2#setTo
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* @since 3.4.0
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*
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* @param {number} x - [description]
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* @param {number} [y=x] - [description]
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*
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* @return {Phaser.Math.Vector2} This Vector2.
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*/
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setTo: function (x, y)
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{
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return this.set(x, y);
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},
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/**
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* Sets the `x` and `y` values of this object from a given polar coordinate.
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*
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