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Docs update.
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@ -117,6 +117,7 @@ Thanks to @pnstickne for vast majority of this update.
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* Loader.XDomainRequest wasn't used for atlas json loading. It has now been moved to the `xhrLoad` method to ensure it's used for all request if required (thanks @draconisNoctis #1601)
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* Loader.reset has a new optional 2nd parameter `clearEvents` which if set to `true` (the default is false) will reset all event listeners bound to the Loader.
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* If `Body.customSeparateX` or `customSeparateY` is `true` then the Body will no longer be automatically separated from a **Tilemap** collision or exchange any velocity. The amount of pixels that the Body has intersected the tile is available in `Body.overlapX` and `overlapY`, so you can use these values to perform your own separation in your collision callback (#992)
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* TilemapParser will now set the `.type` property for ObjectLayer Objects (thanks @mikaturunen #1609)
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### Bug Fixes
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@ -7,6 +7,7 @@
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/**
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* An Animation instance contains a single animation and the controls to play it.
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* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
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* Please note that you can only tint Sprites with animations in WebGL mode.
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*
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* @class Phaser.Animation
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* @constructor
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