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Merge branch 'develop' of https://github.com/cocos2d/cocos2d-html5 into develop
# Conflicts: # extensions/ccui/uiwidgets/scroll-widget/UIPageView.js Conflicts resolved.
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Diff for: CCBoot.js

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Diff for: CHANGELOG.txt

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@@ -57,7 +57,7 @@ Cocos2d-x v3.7.1 @ August.12 2015
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[FIX] web: Fixed Cocos Studio parser issue that all elements are missing while the timeline action contains rotation
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Cocos2d-x v3.7 Final @ July 20 2015
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[REFINE] web: Add compatible Uint16Array defintion
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[REFINE] web: Add compatible Uint16Array definition
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[FIX] web: Fixed url check regular expression not supporting localhost issue
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[FIX] web: Fixed issue that sprite doesn't update texture rect correctly
@@ -200,7 +200,7 @@ Cocos2d-JS v3.5 @ April 1 2015
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8. Fixed a bug of Cocos Studio parser that the background color of `ccui.Layout` can't be parsed correctly.
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9. Fixed a bug of `cc.ClippingNode` that it doesn't work when set `inverted` to true in Canvas Mode.
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10. Fixed a bug of `ccs.Armature` that its name was modified to animation name when loading from json files.
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11. Fixed a bug of `ccui.PageView` that it cancel child touch during movment of page view.
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11. Fixed a bug of `ccui.PageView` that it cancel child touch during movement of page view.
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12. Fixed a bug of `cc.Scheduler` that its parameter `repeat` is invalid in schedule function.
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13. Fixed a bug of `cc.Scheduler` that `unschedule` function may fail.
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@@ -363,7 +363,7 @@ Cocos2d-JS v3.2 RC0 @ Dec.11, 2014
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6. Fixed an issue of `cc.ParticleSystem` that it can't change its texture mode and shape type in Canvas mode.
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7. Fixed an issue of `cc.Layer`'s bake function that its position is incorrect when cc.view's scale isn't 1.
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8. Fixed an issue of `ccs.ArmatureAnimation`'s `setMovementEventCallFunc` and `setFrameEventCallFunc`.
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9. Fixed an issue of `console.log` that it isn't a funtion on IE9.
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9. Fixed an issue of `console.log` that it isn't a function on IE9.
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10. Fixed an issue of `CSLoader` that it will add duplicate resources to sprite frame cache.
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11. Fixed an issue of `cc.ProgressTimer` that its setColor is not taking effect.
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12. Fixed an issue of `cc.loader` that it will throw an error when loading a remote texture.

Diff for: cocos2d/actions/CCAction.js

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@@ -274,7 +274,7 @@ cc.FiniteTimeAction = cc.Action.extend(/** @lends cc.FiniteTimeAction# */{
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* - The reversed action will be x of 100 move to 0.
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* - Will be rewritten
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*
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* @return {Null}
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* @return {?cc.Action}
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*/
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reverse:function () {
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cc.log("cocos2d: FiniteTimeAction#reverse: Implement me");

Diff for: cocos2d/actions/CCActionCamera.js

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@@ -100,7 +100,7 @@ cc.ActionCamera = cc.ActionInterval.extend(/** @lends cc.ActionCamera# */{
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* - The action will be x coordinates of 0 move to 100. <br />
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* - The reversed action will be x of 100 move to 0.
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* - Will be rewritten
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*
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* @return {?cc.Action}
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*/
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reverse:function () {
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return new cc.ReverseTime(this);

Diff for: cocos2d/actions/CCActionEase.js

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@@ -1140,7 +1140,7 @@ cc.EaseElastic = cc.ActionEase.extend(/** @lends cc.EaseElastic# */{
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/**
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* Create a action. Opposite with the original motion trajectory. <br />
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* Will be overwrite.
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* @return {null}
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* @return {?cc.Action}
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*/
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reverse:function () {
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cc.log("cc.EaseElastic.reverse(): it should be overridden in subclass.");
@@ -1770,7 +1770,7 @@ cc.easeBounceOut = function(){
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/**
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* cc.EaseBounceInOut action. <br />
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* Eased bounce effect at the begining and ending.
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* Eased bounce effect at the beginning and ending.
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* @warning This action doesn't use a bijective function. Actions like Sequence might have an unexpected result when used with this action.
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* @class
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* @extends cc.EaseBounce
@@ -1823,7 +1823,7 @@ cc.EaseBounceInOut = cc.EaseBounce.extend(/** @lends cc.EaseBounceInOut# */{
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/**
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* Creates the action. <br />
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* Eased bounce effect at the begining and ending.
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* Eased bounce effect at the beginning and ending.
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* @static
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* @deprecated since v3.0 <br /> Please use action.easing(cc.easeBounceInOut())
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* @param {cc.ActionInterval} action
@@ -1857,7 +1857,7 @@ cc._easeBounceInOutObj = {
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/**
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* Creates the action easing object. <br />
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* Eased bounce effect at the begining and ending.
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* Eased bounce effect at the beginning and ending.
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* @function
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* @return {Object}
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* @example
@@ -2050,7 +2050,7 @@ cc.easeBackOut = function(){
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/**
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* cc.EaseBackInOut action. <br />
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* Begining of cc.EaseBackIn. Ending of cc.EaseBackOut.
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* Beginning of cc.EaseBackIn. Ending of cc.EaseBackOut.
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* @warning This action doesn't use a bijective function. Actions like Sequence might have an unexpected result when used with this action.
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* @class
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* @extends cc.ActionEase
@@ -2104,7 +2104,7 @@ cc.EaseBackInOut = cc.ActionEase.extend(/** @lends cc.EaseBackInOut# */{
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/**
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* Creates the action. <br />
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* Begining of cc.EaseBackIn. Ending of cc.EaseBackOut.
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* Beginning of cc.EaseBackIn. Ending of cc.EaseBackOut.
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* @static
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* @param {cc.ActionInterval} action
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* @return {cc.EaseBackInOut}
@@ -2139,7 +2139,7 @@ cc._easeBackInOutObj = {
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/**
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* Creates the action easing object. <br />
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* Begining of cc.EaseBackIn. Ending of cc.EaseBackOut.
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* Beginning of cc.EaseBackIn. Ending of cc.EaseBackOut.
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* @function
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* @return {Object}
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* @example
@@ -3678,4 +3678,3 @@ cc._easeCubicActionInOut = {
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cc.easeCubicActionInOut = function(){
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return cc._easeCubicActionInOut;
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};
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Diff for: cocos2d/actions/CCActionInterval.js

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@@ -208,7 +208,7 @@ cc.ActionInterval = cc.FiniteTimeAction.extend(/** @lends cc.ActionInterval# */{
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* returns a reversed action. <br />
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* Will be overwrite.
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*
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* @return {null}
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* @return {?cc.Action}
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*/
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reverse:function () {
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cc.log("cc.IntervalAction: reverse not implemented.");
@@ -1121,6 +1121,7 @@ cc.RotateTo = cc.ActionInterval.extend(/** @lends cc.RotateTo# */{
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/**
11221122
* RotateTo reverse not implemented.
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* Will be overridden.
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* @returns {cc.Action}
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*/
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reverse:function () {
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cc.log("cc.RotateTo.reverse(): it should be overridden in subclass.");

Diff for: cocos2d/actions3d/CCActionGrid.js

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@@ -56,7 +56,7 @@ cc.GridAction = cc.ActionInterval.extend(/** @lends cc.GridAction# */{
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* to copy object with deep copy.
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* returns a clone of action.
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*
59-
* @return {cc.Action}
59+
* @return {cc.ActionInterval}
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*/
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clone:function(){
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var action = new cc.GridAction();

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