Renamed Phaser.Physics.P2 const to Phaser.Physics.P2JS to avoid issue #540
Fixed Group.sort. Added z-depth property to all core game objects. Fixed P2 const overwrite.
Added z property to remaining game objects and updated TypeScript defs.
Fixed Arcade, Ninja and P2 enable methods. Modified core Physics enable. Added world enable test.
The physics configuration object can now be used to start physics systems specifically.
Particles back in and working again. Also updated most of the examples and put Body.gravity back in as well.
rnd updated so the array picks use length -1 (fixes #541)
Finished Ninja Physics updates.
Moved all of the Tilemap to P2 body methods into P2 itself (makes more sense this way) and tidied them up.
Debug canvas now clears on WebGL.
The main Game class has been modified so that the update methods no longer have any if/else checks in them. Now split into coreUpdate, etc.
Put QuadTree back into Debug class.
Debug class now clears down on WebGL.
Updated RetroFont.type.
Fixed QuadTree example.
Sorted out Body gravity settings and updated the example.
New Text examples.
Moved Time update back into core loop.
Renamed px2p and p2px to: pxm and mpx (px to meters and meters to px). Also removed from Math.
You can now over-ride the pxm and mpx functions with your own via the physics config object.
Fixed Kenny tiles. Fixed Ninja Circle vs. World bounds. Added Ninja tilemap to Tiles conversion. Created test.
Tilemap.swap() called twice should not flip values

Repeat calls to swap() should not affect index values a second time.
"swap(1,2); swap(1,2)" should not be the same as "swap(2,1)."

(This also affects Phaser 1.1.6.)
Merge pull request #1 from videlais/patch-1

Tilemap.swap() called twice should not flip values
Documentation change: swap for swapTile

In both Phaser 1.1.6 and 1.2, it says "swapTile" when it means "swap".