Add postprocess to FlxCamera for non flash targets Part I
Some improvements to PostProcess shader. Unfortunately the area that falls outside a camera (with a shader applied) shows up black. Need helps.
Merge branch 'dev' into post-process
Added ability to take in classes as Font param in FlxText.setFormat()
Merge branch 'dev' into post-process
Making post process work on FlxGame. Still broken though...
Merge remote-tracking branch 'origin/dev' into post-process-game
Flash compile time fixes for post processing branches.
Added basic recycling to FlxPoint object. Usage: var point = FlxPoint.get(); /* do stuff with point */ point.put(); // recycle point.
Merge branch 'dev' into post-process-game
Merge branch 'dev' into post-process-game
Fixing issue 897 where post process sprite was getting squished.
Merge branch 'dev' into post-process-game

Conflicts:
	flixel/FlxCamera.hx
	flixel/FlxGame.hx
	flixel/system/frontEnds/CameraFrontEnd.hx
Neko supports post-processing as well
Merge branch 'dev' into post-process-game
FlxG.switchState: added conditional check for flixel_addons that handles FlxTransitionStates cleanly
added FillStyle back to make flixel-addons compile again (needed for shapes)
Cleaned up FlxG.switchState transition a bit.
Transitions: removed FlxG.switchState hack for something a bit more elegant, added lightweight transition API to FlxState
Transitions: removed FillStyle from my branch now that it's no longer necessary