Updated a lot of examples to Phaser 2.0 :)
Tidying up a bit
pop first element if there is only one shape
Time.reset does a removeAll on any Timers.
Device no longer things a Windows Phone or Windows Tablet are desktop devices (thanks wombatbuddy, fixes #506)
Updated pixi.js
The physics world is now cleared on state swap (fixes #505)
Sound.onMarkerComplete event is now dispatched when a marker stops. See Sound.onLoop for a looping marker event (thanks registered99, fixes #500)
RandomDataGenerator.integerInRange(min, max) now includes both `min` and `max` within its range (#501)
Merge pull request #498 from alvinsight/1.2

Examples updated
Merge pull request #504 from georgiee/fix-single-polygon

Phaser.Physics.Body#loadPolygon
Events.onInputUp would be dispatched twice if the Sprite had drag enabled, now only dispatched once (thanks Overbryd, fixes #502)
Changed webfont URI back to //
Testing webgl debug overlay.
The Debug panel now works in WebGL mode. Pay attention to the warning at the top of the Debug docs (feature request #499)
All the Debug methods have had the word 'render' removed from the start. So where you did `debug.renderSpriteInfo` before, it's now just `debug.spriteInfo`.
Debug methods that rendered geometry (Rectangle, Circle, Line, Point) have been merged into the single method: `Debug.geom`.
Updated all the examples to use the new Debug methods.
Added in the Gestures support contribution for testing.
Tween no longer copies all the object properties into the `_valuesStart` object on creation.
Fixed shadow bug in Debug.text
Fixed tween examples.
Completely empty Tilemaps can now be created. This allows for dynamic map generation at runtime.
Loads of updates across most the Tilemap files. Not finished yet, still CSV loading to do and a multi-tileset issue to resolve, but it's a lot more flexible now.
Keyboard.event now stores the most recent DOM keyboard event.
Updated blank tilemap example with painting tool.
You can now load in CSV Tilemaps again and they get created properly (fixes #391)
You can now create blank Tilemaps and then populate them with data later.