In previous versions, if you do not have time frames of animation is played, they were passed. I think this is the correct behavior.
In version 2.0, frames are not skipped and played on stage with a previously exhibited delayed, and when the delay is small - the animation is not played until the end.
We have an animation of 100 frames and delay between frames 0.01 seconds. Since the maximum frame rate is 60 (delay between drawing about 0.016 seconds) we obtain the following:
1) in previous versions animation is played with dropped frames but still ends up on 100 frame
2) in 2.0 version animation is played without skipping frames, and ends at frame 60
I tried on Ios and win32 the same result.
Interested in this a bug or feature, and I think new logic is incorrect.
PS. Sorry for my terrible English, this is not my native language.