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Starting to prepare README for release...
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README.md

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@@ -143,6 +143,13 @@ This code creates a camera, then creates a scene, adds a cube on it, creates a &
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### Change Log ###
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2012 02 25 - **r48** (393,602 KB, gzip: 99,416 KB)
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* Added camera support to `ColladaLoader`. ([jbaicoianu](http://github.com/jbaicoianu))
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* More `ColladaLoader` improvements. ([mrdoob](http://github.com/mrdoob), [AddictArts](http://github.com/AddictArts), )
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* Updated `IcosahedronGeometry` and `OctahedronGeometry` with @timothypratley's `PolyhedronGeometry` code which also brings `TetrahedronGeometry`. ([mrdoob](http://github.com/mrdoob))
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* `LOD` should now behave as expected from anywhere in the scene graph. ([mrdoob](http://github.com/mrdoob))
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2012 01 14 - **r47** (378,169 KB, gzip: 96,015 KB)
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@@ -158,7 +165,7 @@ This code creates a camera, then creates a scene, adds a cube on it, creates a &
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* Added support for the format [OpenCTM](http://openctm.sourceforge.net/). ([alteredq](http://github.com/alteredq))
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* Added `BufferGeometry` for direct rendering from typed arrays. ([alteredq](http://github.com/alteredq))
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* Extended `Texture` class with `format` and `type` parameters. ([alteredq](http://github.com/alteredq))
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* Autoscale texture to max size of WebGL hardware. ([greggman](http://github.com/greggman) and [alteredq](http://github.com/alteredq))
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* Automatically reducing texture to max size of WebGL hardware. ([greggman](http://github.com/greggman) and [alteredq](http://github.com/alteredq))
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* Improved `WebGLRenderer`'s Shadow Map code. ([alteredq](http://github.com/alteredq))
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* Checking for `xhr.overrideMimeType` before using it (fixing IE support). ([mrdoob](http://github.com/mrdoob) and [alteredq](http://github.com/alteredq))
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* Improved ATI and ANGLE support in across `WebGLRenderer` shaders. ([alteredq](http://github.com/alteredq))

src/core/Object3D.js

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@@ -60,14 +60,9 @@ THREE.Object3D.prototype = {
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this.matrix.multiply( matrix, this.matrix );
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this.position.getPositionFromMatrix( this.matrix );
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this.scale.getScaleFromMatrix( this.matrix );
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this.rotation.getRotationFromMatrix( this.matrix, this.scale );
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/*
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this.matrix.decompose( this.position, this.quaternion, this.scale );
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this.rotation.getRotationFromQuaternion( this.quaternion );
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*/
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this.position.getPositionFromMatrix( this.matrix );
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},
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