Add missing spaces in CONTRIBUTING.md
Merge pull request #491 from nhowell/patch-1

Add missing spaces in CONTRIBUTING.md
The Timer will no longer create negative ticks during game boot, no matter how small the Timer delay is (fixes #366)
Phaser.Timer will no longer resume if it was previously paused and the game loses focus and then resumes (fixes #383)
Phaser.Timer.stop has a new parameter: clearEvents (default true), if true all the events in Timer will be cleared, otherwise they will remain (fixes #383)
Tweens now resume correctly if the game pauses (focus loss) while they are paused.
Tweens don't double pause if they were already paused and the game pauses.
The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now.
The grunt task now has a new `noUmd` option which builds Phaser without the UMD wrapper.
Buttons are now cleanly destroyed if part of a Group without leaving their InputHandler running.
You can now safely destroy a Group and the 'destroyChildren' boolean will propogate fully down the display list.
Calling destroy on an already destroyed object would throw a run-time error. Now checked for and aborted.
Calling destroy while in an Input Event callback now works for either the parent Group or the calling object itself.
In Group.destroy the default for 'destroyChildren' was false. It's now `true` as this is a far more likely requirement when destroying a Group.
All GameObjects now have a 'destroyChildren' boolean as a parameter to their destroy method. It's default is true and the value propogates down its children.
Loader.replaceInFileList wouldn't over-write the previous entry correctly, which caused the Loader.image overwrite parameter to fail (thanks basoko, fixes #493)
Stage.smoothed was returning the opposite of its actual setting (#494)
Fixed smoothed value in Sprite and Image too.
Pixi GrayFilter ported over (thanks nickryall #404)
Fixed Time.totalElapsedSeconds, which gets the other filters working again too.
Fixed the Tunnel filter. Had to patch Pixi to do it :( But no other choice for now until they merge my pull request.
Fixed issue with CocoonJS detection in Device.
Fixed docs issue in Tilemap.
Created landscape pointer test, confirmed working fine (issue #276)
Fixed issue where Phaser.Canvas.create would always make a screencanvas for CocoonJS, but that should only happen once. New parameter toggles it.
Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game.
If the game was set to NO_SCALE and you swapped orientation, it would pause and resize, then fail to resize when you swapped back (thanks starnut, fixes #258)
Animation.speed added. You can now change the animation speed on the fly, without re-starting the animation (feature request #458)
Body.loadPolygon now parses all shapes that may exist in a JSON data file, and re-creates them all on the Body. Assumes shapes are CCW + Convex (tested working with Lime Exportor). Almost fixes #449 but Body rotation seems to screw orientation of shapes.
Fixed stupid error in destroy().
Brand new Grunt task - creates each core library as its own file and a combined phaser.js.
New build script now cleanly splits Phaser, Pixi and p2 so they are each UMD wrapped and each available in the global scope (now more requireJS friendly!).
phaser-no-libs.js allows you to use your own version of p2.js or pixi.js with Phaser. Warning: This is totally unsupported. If you hit bugs, you fix them yourself.
Fixed silly instanceof bug in game objects (sorry guys).