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Phaser.Physics.Arcade.Events is now exposed in the namespace, preventing it from erroring if you use them in TypeScript. Fix phaserjs#4481
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CHANGELOG.md

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* `Camera.clearRenderToTexture` will check to see if the Scene is available before proceeding, avoiding potential errors when a Camera is destroyed multiple times during a Scene shutdown.
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* Destroying a Game object during its `pointerup` event handler on a touch device will no longer cause `Uncaught TypeError: Cannot read property 'localX' of undefined`. All InputPlugin process handlers now check to see if the Game Object has been destroyed at any stage and abort if it has. Fix #4463 (thanks @PatrickSachs)
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* `InputPlugin.clear` has a new argument `skipQueue` which is used to avoid clearing a Game Object twice. This, combined with the fix for 4463 means you will no longer get a `Cannot read property 'dragState'` error if you destroy a Game Object enabled for drag where another draggable object exists. Fix #4228 (thanks @YannCaron)
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* `Phaser.Physics.Arcade.Events` is now exposed in the namespace, preventing it from erroring if you use them in TypeScript. Fix #4481 (thanks @danielalves)
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### Examples, Documentation and TypeScript
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src/physics/arcade/index.js

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CheckOverlap: require('./CheckOverlap'),
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Collider: require('./Collider'),
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Components: require('./components'),
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Events: require('./events'),
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Factory: require('./Factory'),
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GetOverlap: require('./GetOverlap'),
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Group: require('./PhysicsGroup'),

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