The Static, Kinematic and Dynamic consts that P2.Body uses were incorrect (fixes #563)
Fixed Sprite.destroy with an arcade body
Ninja world collision to check right and bottom bounds

The world collision algorithm need to check the right and bottom of the
bounds in case the bound’s x or y are not equal to 0
Group.getAt comparison updated (fixes #578)
Fixed the IE11 version check (fixes #579)
Merge pull request #571 from dreadhorse/dev

Ninja world collision to check right and bottom bounds
Group enableBody parameter was incorrectly assigned to the debug var (thanks BurnedToast, fix #565)
Fixed Tile callback check in Arcade Physics (fix #562)
Add destroy methods to Ninja Body, AABB and Circle

The Sprite.destroy() method calls the Body’s destroy() method if a body
exists. If using Ninja physics, destroying a Sprite will not work,
since the destroy method wasn’t implemented in Ninja’s Body.

Also added destroy() methods to Ninja’s AABB and Circle. Tile already
have a destroy() method.
Merge pull request #581 from dreadhorse/destroy

Add destroy methods to Ninja Body, AABB and Circle
Ninja Physics Added
Merge pull request #584 from clark-stevenson/patch-2

Ninja Physics Added
Basic p2 added

Will maybe be sketchy (a few Any's - p2.Shape or p2.Constraint etc). Also I may have messed up a couple of types (Phaser.Physics.p2.Body vs p2.Body).

Also fixed #585
Working through blank tilemap fix.
Removed the examples build script from the Gruntfile (fix #592)
Merge pull request #591 from clark-stevenson/patch-1

Basic p2 added
The P2 World wouldn't clear down fully on a State change, now properly clears out contacts, resets the bitmask, etc.
Updated Device.isConsoleOpen as it no longer works in Chrome. Revised code and documentation accordingly (fix #593)
Revised p2 clear process.
Removed State.destroy empty method and replaced with State.shutdown, as that is what the StateManager expects (fix #586)
p2 object re-created on system start.