Preparing dev branch for 1.1.4
move TilemapLayer positioning/rendering to postUpdate to be in line with ‘normal’ Sprites.
reverts e91d40b9fcee53c453f8d94253b6fea8014a1087 - fix was incorrect & regressed fixedToCamera Sprites’ & TilemapLayer positioning.
Fixes #237
Merge pull request #239 from jcd-as/dev

move TilemapLayer positioning/rendering to postUpdate to be in line with...
Start of the Dragonfire game sample
Fixed World.scale and Group.scale.
Tidying up the wip folder and updating pixi.
move 'dirty' flag for Tilemap to a per-layer flag. Fixes #242
Merge pull request #243 from jcd-as/dev

move 'dirty' flag for Tilemap to a per-layer flag. Fixes #242
* When a Sprite is destroyed any active filters are removed as well.
* Updated Pixi.js so that removing filters now works correctly without breaking the display list.
Introduced a separate stage.fullScreenScaleMode property that is used to decide scaling when fullscreen.
Switch method of using trimmed sprites to support scaling and rotation
Don’t test self-collisions
Switch Camera.setBoundsToWorld to match world.bounds instead of world
Added a fix for fullscreen scaling in firefox.
Merge pull request #245 from oysterCrusher/dev

Introduced a separate stage.fullScreenScaleMode property.
Merge pull request #250 from cocoademon/camera_bounds_fix

Switch Camera.setBoundsToWorld to match world.bounds instead of world
Group.length now returns the number of children in the Group regardless of their exists/alive state, or 0 if the Group is has no children.
Lots of new tilemap code in here. If your game relies on tilemaps then please don't update to this commit unless you want to help debugging!
Fixed an issue where passing null as the Group parent wouldn't set it to game.world as it should have (thanks tito100).
Continued work on the tilemap collision - again, please don't use this version if you need working tilemaps.
Mostly working, just need to apply a max overlap to avoid tunneling, although a ray would be better.