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Update CHANGELOG.md
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* `Pointer.getDuration` would only return zero until the pointer was released, or moved (basically any action that generated a DOM event). It now returns the duration regardless of the DOM events. Fix #4444 (thanks @plazicx)
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* `Keyboard.UpDuration` has been changed so the `duration` being checked is now against the current game clock. This means you can use it to check if a Key was released with `duration` ms ago, based on the time now, not the historic value of the Key.
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* `Keyboard.DownDuration` has been changed so the `duration` being checked is now against the current game clock. This fixes an issue where it couldn't be used while the Key was actively being held down. Fix #4484 (thanks @belen-albeza)
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* Keys would lose track of the state of a Scene when the Scene became paused. They're now updated regardless, stopping them from getting stuck if you pause and resume a Scene while holding them down. Fix #3822 (thanks @DannyT)
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### Examples, Documentation and TypeScript
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