* `GenerateFrameNumbers` would include the __BASE frame by mistake in its calculations. This didn't end up in the final animation, but did cause a cache miss when building the animation.
* `GenerateFrameNumbers` can now accept the `start` and `end` parameters in reverse order, meaning you can now do `{ start: 10, end: 1 }` to create the animation in reverse.
* `GenerateFrameNames` will now console.warn if the generated frame isn't present in the texture, which should help with debugging animation creation massively.
* `GenerateFrameNumbers` will now console.warn if the generated frame isn't present in the texture, which should help with debugging animation creation massively.
* `Component.Animation.create` is a new method that allows you to create animations directly on a Sprite. These are not global and never enter the Animation Manager, instead risiding within the Sprite itself. This allows you to use the same keys across both local and global animations and set-up Sprite specific local animations.
* All playback methods: `play`, `playReverse`, `playAfterDelay` and `playAfterRepeat` will now check to see if the given animation key exists locally on the Sprite first. If it does, it's used, otherwise it then checks the global Animation Manager for the key instead.
* `Component.Animation.remove` is a new method that will remove a locally stored Animation instance from a Sprite.
* `Component.Animation.get` is a new method that will return a locally stored Animation instance from the Sprite.
* `Component.Animation.exists` is a new method that will check if a locally stored Animation exists on the Sprite.
* The internal `Component.Animation.remove` method has been renamed to `globalRemove`.
* `Component.Animation.textureManager` is a new property that references the global Texture Manager.
* `Component.Animation.anims` is a new property that contains locally created Animations in a Custom Map.
* `Component.Animation.timeScale` is a new public property that replaces the old private `_timeScale` property.
* `Component.Animation.delay` is a new public property that replaces the old private `_delay` property.
* `Component.Animation.repeat` is a new public property that replaces the old private `_repeat` property.
* `Component.Animation.repeatDelay` is a new public property that replaces the old private `_repeatDelay` property.
* `Component.Animation.yoyo` is a new public property that replaces the old private `_yoyo` property.
* `Component.Animation.inReverse` is a new public property that replaces the old private `_reverse` property.
* `Component.Animation.startAnimation` is a new public method that replaces the old private `_startAnimation` method.
* The `Component.Animation.getProgress` method has been fixed so it will return correctly if the animation is playing in reverse.
* The `Component.Animation.remove` method will now always be called when an animation is removed, not just once.
* The `Component.Animation.getRepeat` method has now been removed. You can get the value from the `repeat` property.
* The `Component.Animation.setRepeatDelay` method has now been removed. You can set the value using the `repeatDelay` config property, or changing it at run-time.
* `Component.Animation.complete` is a new method that handles the completion in animation playback.
* The `Component.Animation.setTimeScale` method has now been removed. You can set the value using the `timeScale` config property, or changing it at run-time.
* The `Component.Animation.getTimeScale` method has now been removed. You can read the value using the `timeScale` property.
* The `Component.Animation.getTotalFrames` method has been fixed and won't error if called when no animation is loaded.
* The `Component.Animation.setYoyo` method has now been removed. You can set the value using the `yoyo` config property, or changing it at run-time.
* The `Component.Animation.getYoyo` method has now been removed. You can read the value using the `yoyo` property.