now allowing batching of QuadBatches via the new 'batchable' property.

Right now, used by the TextField class for short texts (less then 16 chars).
replaced automatic TextField batching with "batchable" property users can activate manually.

Otherwise, non-batchable texts (e.g. because the font texture is not in the atlas) would actually be rendered slower than before.
optimization: avoiding assignment by using if instead of ternary operator
small code changes to avoid warnings/errors in FDT
optimized broadcast of ENTER_FRAME event (closes #311)

This solution doesn't change the behaviour in any significant way, and it should be absolutely safe when it comes to garbage collection (even when people forget to call "dispose" on the object).
only listening to context loss event when context loss handling is enabled
workaround for old compiler (refs #311)
avoiding problems when ENTER_FRAME event list is modified while being enumerated (refs #311)
avoiding some more object allocations
added byte arrays to AssetManager; added dispose/clear calls where possible
avoiding Context3DProfile enum for backwards compatibility (closes #306)
avoiding array push to prevent allocation
fixed erroneous use of static helper vector
clearing byte array early in 'Loader' code path
added missing 'static' declaration
Avoiding array creation side-effects in performance critical areas

On iOS (AOT compiler), Array/Vector.push and  Math.min/max cause the creation of temporary arrays.
more places where 'push' should be avoided
new helper method for AGAL texture lookup flags
first version of DisplacementMapFilter

Beware: doesn't yet work with atlas textures for the displacement map.
avoiding more allocation side-effects