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Update phaser.d.ts: P2 default Collision groups
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build/phaser.d.ts
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2
build/phaser.d.ts
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@ -3329,6 +3329,7 @@ declare module Phaser {
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applySpringForced: boolean;
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applySpringForced: boolean;
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bounds: Phaser.Physics.P2.Body;
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bounds: Phaser.Physics.P2.Body;
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boundsCollidesWith: Phaser.Physics.P2.Body[];
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boundsCollidesWith: Phaser.Physics.P2.Body[];
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boundsCollisionGroup: Phaser.Physics.P2.CollisionGroup;
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contactMaterial: Phaser.Physics.P2.ContactMaterial;
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contactMaterial: Phaser.Physics.P2.ContactMaterial;
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emitImpactEvent: boolean;
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emitImpactEvent: boolean;
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enableBodySleeping: boolean;
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enableBodySleeping: boolean;
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@ -3338,6 +3339,7 @@ declare module Phaser {
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game: Phaser.Game;
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game: Phaser.Game;
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gravity: Phaser.Physics.P2.InversePointProxy;
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gravity: Phaser.Physics.P2.InversePointProxy;
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materials: Phaser.Physics.P2.Material[];
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materials: Phaser.Physics.P2.Material[];
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nothingCollisionGroup: Phaser.Physics.P2.CollisionGroup;
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onBodyAdded: Phaser.Signal;
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onBodyAdded: Phaser.Signal;
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onBodyRemoved: Phaser.Signal;
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onBodyRemoved: Phaser.Signal;
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onBeginContact: Phaser.Signal;
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onBeginContact: Phaser.Signal;
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