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Put the Timer.timeCap back to 1000 as this will be a major breaking change to existing code otherwise. It may be incorrect, but it can't happen in this point release.
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src/time/Timer.js

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@@ -67,7 +67,8 @@ Phaser.Timer = function (game, autoDestroy) {
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/**
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* @property {number} timeCap - If the difference in time between two frame updates exceeds this value, the event times are reset to avoid catch-up situations.
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*/
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this.timeCap = 1 / 60 * 1000;
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// this.timeCap = 1 / 60 * 1000;
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this.timeCap = 1000;
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/**
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* @property {boolean} paused - The paused state of the Timer. You can pause the timer by calling Timer.pause() and Timer.resume() or by the game pausing.

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