Integration of PhysicsEditor loader and several bug fixes

1) PhysicsEditor decomposes concave shapes several convex shapes. I name them shapename-1 shapename-2... Perhaps we'll find a better solution in the future

2) PhysicsEditor allows setting collision masks, groups and categories on each polygon of an object. This is quite handy e.g. if you have an enemy you can separate his head, and e.g. a shield. So the shield reacts other to a hit than the head. You set the same parameters currently on all shapes when createBody is called. 
I changed that so that it is set in the addShape routine together with the other fixture parameters.

3) Calling addShape with _body already set creates a memory leak since you don't free the b2FixtureData. That's fixed

4) Added debug drawing. You can now enable debug drawing in the CCWorldLayer

5) Fixed rotation. Your sprites (don't know why) rotate into the wrong direction. They are perfect while dropping (100% polygon - shape overlap) but as soon as they collide they rotate into different directions. Shape goes left, sprite goes right. You can see this with debug drawing turned on

6) Added a complete example