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If you used a single Game configuration object and didn't specify the enableDebug property it would crash on Debug.preUpdate (thanks @luizbillsphaserjs#1053)
* Calling P2.Body.destroy or ArcadePhysics.Body.destroy wouldn't null the parent sprite body, causing it to error in the next update (thanks @jonathanhooker#1077)
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* BitmapFonts are now correctly added to the Cache._bitmapFont array and returned via Cache.getBitmapFont (thanks @prudolfs#1076)
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* InputHandler docs updated to avoid Pointer data-type confusion (#1097)
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* If you used a single Game configuration object and didn't specify the enableDebug property it would crash on Debug.preUpdate (thanks @luizbills#1053)
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