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Device.mobileSafari was no longer detecting Mobile Safari, now fixed (thanks @Zammy, #927)
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2 changed files with 3 additions and 2 deletions
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@ -144,6 +144,7 @@ Version 2.0.6 - "Jornhill" - -in development-
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Calling addToWorld() would previously not check the _toRemove array, which could, if the timing were right, result in a Sprite being revived but then removed from the P2 World -- the result of this being the Sprites data would be in a mixed state causing it to appear visually but not function in the world (thanks @jonkelling, fix #917 #925)
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* Input.SinglePad was fixed so that the rawpad button array supports Windows and Linux (thank @renatodarrigo, fix #958)
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* Key.duration wasn't set to zero after a Key.reset (thanks @DrHackenstein, #932)
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* Device.mobileSafari was no longer detecting Mobile Safari, now fixed (thanks @Zammy, #927)
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### ToDo
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@ -372,12 +372,12 @@ Phaser.Device = function (game) {
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this.fullscreenKeyboard = false;
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// Run the checks
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this._checkOS();
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this._checkAudio();
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this._checkBrowser();
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this._checkCSS3D();
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this._checkDevice();
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this._checkFeatures();
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this._checkOS();
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};
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@ -570,7 +570,7 @@ Phaser.Device.prototype = {
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{
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this.firefox = true;
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}
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else if (/Mobile Safari/.test(ua))
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else if (/AppleWebKit/.test(ua) && this.iOS)
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{
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this.mobileSafari = true;
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}
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