LICENSES

B2FlxState, set the correct default iterations for velocity and
position.
Debug contact points also works for GLES2.0
FlxText custom shadow position

Deleted unnecessary code in FlxBox2D.
updated FlxSprite::drawLine documentation to specify color format
Fixed documentation in FlxText. Removed some redundant overrides.
Fixes #14 - FlxText not being drawn

The frameWidth and frameHeight weren't being set, causing the onScreen
check to always fail.
Fixes #13 - allow changing the transparency of FlxText's shadow
Fixes #10 - Optional cache clearing

I've added an option in FlxG called disposeAssetsOnStateChange which
allows the user to choose whether the cache is automatically cleared on
every state change or not. The default is false. I've also added more
public methods to FlxAssetCache to make managing assets easier.
Added gamepad key mappings for more seamless OUYA support.
Merge pull request #18 from omgwtfgames/master

Added some libGDX gamepad button mappings
added documentation to Graphics
Moved ManagedTextureData to different package to prevent potential future conflicts
Added FlxText scale

TweenPlugin can ignore FlxG.paused.
FlxText scale, calcFrame() needs to be called and the scaling needs to be happen before setting the position.
Graphics is no longer a singleton
one FlxText::setFormat was missing

Getting blind checking optional arguments ¬¬"
Merge branch 'master' of https://github.com/flixel-gdx/flixel-gdx
Fix FlxText scaling
Added FlxG::addPlugin(Class),  this prevents having an initiated object passed as argument.
Small fixes for FlxText

B2FlxState, preallocated gravity
TweenPlugin, clear()