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*`KeyboardPlugin.removeKey` has a new optional argument `destroy` that will, if set, destroy the Key object being removed from the plugin.
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*`InteractiveObject.customHitArea` is a new property that records if the hitArea for the Interactive Object was created based on texture size (false), or a custom shape (true)
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* A Camera will pause following a Game Object for the duration of the Camera Pan Effect, as the two will clash over the Camera scroll position (thanks fruitbatinshades).
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*`ParseXMLBitmapFont` has now been exposed as a static function on the `BitmapText` object, so you can access it easily from your own code (thanks @jcyuan)
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* The math used in the circle to circle Arcade Physics collision has been updated to better handle horizontal collision, giving a more realistic response. Fix #4256 (thanks @akuskis@JeSuisUnCaillou)
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### Bug Fixes
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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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*`UpdateList.remove` will now move the removed child to the internal `_pendingRemoval` array, instead of slicing it directly out of the active list. The pending list is cleared at the start of the next game frame. Fix #4365 (thanks @jcyuan)
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* Setting `pixelPerfect` when input enabling a Container would cause it to crash, because Containers don't have a texture to check. It will now throw a run-time warning and skip the Container for input. You should use a custom input callback instead. Fix #4492 (thanks @BigZaphod)
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* Setting `fixedWidth` and `fixedHeight` on a Text object will now clamp the size of the canvas being created, as well as the width and height properties of the Text object itself (thanks @rexrainbow)
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