Updated versioning information
Angle Start parameters added

Github issue #5: Rotation / Scale with images does not have desired
result

Added config elements “angStartMin”, “angStartMax”,
“angVelocityConform” to allow user to emit particles on desired
trajectory.
Inherit world angle

Added code to send a world angle uniform to the shader, allowing
particle effect to transform with parents.

Adjusted solution for rendering “dead” particles: reposition and scale
them into negative space, ensuring that they will never be rendered
even on next-next-gen super hi res displays.

Eliminated duplicate, unused, and deprecated uniforms.
Added camera rotation

GameObject now accommodates camera rotation.
Autocomplete config

Github issue #6: config may now be supplied without a complete list of
parameters. It will fill in missing parameters from default.
Updated docs and README
Implement new Kiwi.js rendering pipeline

Having rebuilt the Kiwi.js renderer to support all the features required by the WebGL Particle Plugin, rebuild the plugin to use these features.

Require library 1.1.0 for plugin 1.1.0.

Add "additive" param to default param list.
Fix non-lethal WebGL errors

When particle object had been created but not started, its configuration was incomplete and it would report errors. This was fixed by setting `visible = false` in the constructor.

When particle object was in the scene with other objects, it would over-aggressively attempt to set its own uniforms at inappropriate times. These are all set just before rendering, anyway. Out-of-context uniform setting has been disabled.

Documentation and package updated to reflect version 1.1.1.
Update code to reflect current studio style.

Also:
* Remove some unnecessary code
* Write documentation for renderer and shader components
* Remove editor config files that clashed with studio style
Fix WebGL errors

This was actually a rather vicious problem under the hood. A handful of reported errors turned out to be wholesale shader replacement, and could potentially blank an entire game state.

Here's what was happening: When a `StatelessParticle` object was created, it acquired a renderer. The renderer requested a shader from the `ShaderManager`. The manager, by default, would use the new shader immediately.

Meanwhile, the `GLRenderManager` tracks which shader is in use internally. When a game object renders, it checks its desired shader against the current shader. If it is different, it loads its desired shader and sets the current shader. This is the only place that current shader is set.

Therefore, when the new shader was created and used, it did not update the current shader. The render manager went on to render other objects, using their own `TextureAtlasShader` shader. But this was not the active program, so when they tried to set its properties, it failed. Those objects would not render.

Once the `StatelessParticle` fully initialised, using `startEmitting`, it would attempt to render, set the current shader in the render manager, and trigger the correct response thereafter. Alternatively, if the buggy creation happened before the render loop initialised, the loop would initialise to null and then select the correct shader.

However, if the particle object was created but not fully initialised after the game initialised, it would load the wrong shader and never replace it. There was no place where the engine could recover the right shader. The game would stop rendering anything.

I fixed this by adding `use: false` to the initial `requestShader` call.
Fixed iOS compatibility.

This was entirely due to an erroneous set of quote marks in the default config object. `alpha: "1.0"` runs on most devices, but it is not technically correct. Changed to `alpha: 1.0`.

Fixed some other stuff along the way.

* Added jshint to grunt.
* Reordered large lists of config parameters, uniforms, and attributes to be alphabetical.
* Removed `_maxItems` property from `StatelessParticleRenderer` as it was unused.
* Removed duplicate uniform setting calls.
Fix particle scaling in CocoonJS environments.

Also add documentation for config objects.