This uses generics so that the return type from closest() is narrowed to match whatever type you passed in for the eligible targets.
Resulting typescript diff:
```diff
--- a/types/phaser.d.ts
+++ b/types/phaser.d.ts
@@ -70565,7 +70565,7 @@ declare namespace Phaser {
* @param source Any object with public `x` and `y` properties, such as a Game Object or Geometry object.
* @param targets The targets.
*/
- closest(source: any, targets?: Phaser.Physics.Arcade.Body[] | Phaser.Physics.Arcade.StaticBody[] | Phaser.GameObjects.GameObject[]): Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody | Phaser.GameObjects.GameObject;
+ closest<Target extends Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody|Phaser.GameObjects.GameObject>(source: Phaser.Types.Math.Vector2Like, targets?: Target[]): Target | null;
/**
* Finds the Body or Game Object farthest from a source point or object.
(END)
```
`ArcadePhysics.enableUpdate` is a new method that will make the Arcade Physics World update in time with the Scene update. This is the default, so only call this if you have specifically disabled it previously.
Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.