I've created a separate github branch for starting progress on version 0.9.3. I'll keep this topic updated with the full current patch notes, and post when I add something to this branch. This will let you guys try out anything new I add and give feedback as I go. I can't progress any quicker work than has been happening, but I'm trying.

## 0.9.3 / 2013-??-??
* AxTilemaps are now split into segments, and you should be able to create arbitrarily big tilemaps now
* Added a flash() camera effect (implemented using the fade effect)
* Added a debug console, all messages via Ax.logger.(info/warn/error) are placed there
* Added three debug console layouts that you can use
* Added a resize() method to AxText to resize the text without creating a new one (TODO: make it a setter for width?)
* The create() method of your main state is now called before your first state is initialized
* Camera effect offset is now stored separately from position
* AxClouds are now properly affected by the scroll attribute
* Added a second optional parameter to AxGroup.add to allow you not to inherit the scroll factor
* General logger added, you can now log to Ax.logger.log/warn/error which will log to browser console in addition to trace, when available
* The default background color is now gray rather than white
* Added a reset method to AxCache
* You can now pass an array of arrays to AxTilemap.build in addition to passing a CSV
* Added the ability to define a text limit strategy to limit the number of lines that are drawn in a text
* Added an AxTilemap.getTileIndexAt to get the tile id at a given position without having to go through AxTile
* Fixed an issue where the shake screen effect was being affected by the scroll attribute
* Fixed an issue where scaled sprites could be rendering 1 pixel off
* Fixed an issue where the screen attribute of an AxSprite wasn't set until the first update after creation
* Fixed an issue where removing an entity that doesn't belong to an AxGroup was incorrect
* Fixed an issue where setTile wouldn't update the tiles array when changing an existing tile
* Fixed an issue where fps was greater than requested fps in the debugger display (cosmetic change)
* Fixed an issue where the external logger could prevent the game from loading
* Fixed a text width issue that could cause text to be slightly longer than the requested width
* Fixed an issue where if you bounded the camera to an area smaller than the screen the screen would flicker
* Made the fade effect more accurate
## 0.9.3 beta / 2013-01-22
* Entities now have a simple parenting system. When adding to groups, its parent will be set and position based off of the parent
* To support parenting, entities now have setParent and removeParent functionality (note: collision does not support parent offsets yet)
* Positions on entities with parents are now relative to the parent, to support this, globalX and globalY setters have been added to AxEntity
* When the game loses focus it now switched to a default pause screen. This can be changed via Ax.pauseState
* You can now define a callback for animations that is called when (and every time) the animation completes
* AxClouds now update their position based on acceleration, velocity, and drag, affecting all children positions
* Simple animation set has been added to AxSprite, accessible via addEffect() and clearEffects()
* AxSprites now implement the following effects:
** sprite.startFlicker() and sprite.stopFlicker()
** sprite.fadeIn() and sprite.fadeOut()
** sprite.grow() for scaling up and down over time
* AxClouds now have freeze() and unfreeze() methods to alias settings actions to NONE and ALL, respectively
* AxClouds and AxGroups now have a clear() method that will clear the group of all members, optionally disposing them
* AxEntitys now have a revive() function that mirrors the destroy() functionality by setting exists to true
* AxParallaxSprite is a new type of sprite that repeats itself as it scrolls with the camera, useful for parallax backgrounds
* You can now set the blend mode of AxSprites, AxTexts, and AxClouds using the blend property
* All entities now have an addTimer functionality for creating events that are delayed, or events that repeat every X seconds
* You can now set the scroll on an AxGroup and have it affect all entities current and future (with some caveats, see documentation)
* Added helper functions noScroll() to AxGroup and AxModel to cover the common use case of setting scroll.x and scroll.y to 0
* AxStates now include an onPause() and onResume() that fire when they lose/gain focus from adding/popping states
* AxEntity now have a stop() function that sets horizontal, vertical, and angular components of velocity to 0
* When setting a color using @[] notation in AxText, you can use html codes as rrggbb or aarrggbb (eg. @[ff0000] instead of @[255,0,0] for red)
* You can now pass a vertical offset for the label when calling text() on an AxButton
* You can now set the offset property of the camera to offset the camera by a fixed amount
* The camera now has the following effects available:
** Ax.camera.shake - shakes the camera
** Ax.camera.fade/fadeOut/fadeIn - fades the camera in/out to a color
* AxGroup constructor no longer takes a width and height
* The debugger menu now displays the size of the state stack in brackets on the bottom right
* Fixed an issue with AxSprite when you do not load a resource
* Fixed an issue where the center of sprites were not being updated if you moved manually rather than using velocity
* Fixed an issue where screen coordinates were incorrect at non-default scroll values
* Fixed incorrect positions of AxText objects with scale != 1 when alignment was "center" or "right"
* Fixed an issue with AxText not properly getting width and height set
* Fixed an issue where the screen coordinates of the mouse weren't correctly taking into account the zoom level
* Fixed an issue where releaseAll on an input would cause everything to be justReleased rather than resetting the input
* Fixed an AxText width issue where the width is equal to the greatest width since creation
* Fixed an issue where destroy events on sounds/music were attached to the wrong object
* Fixed an issue where the sounds group would never be cleaned up, using unnecessary memory
* Fixed an issue where the centers of objects weren't being updated for stationary objects
* Fixed an issue where the center of an object recently affected by a world bound check would be incorrect