i decided to break these out into new classes using what Thomas had originally submitted and building off of it. it is not as efficient as i would have wanted - i was shooting for having just one container in the UI class and then positioning the grouped elements accordingly - but it was too hard to make it all work smoothly so i went back to what Thomas had and just extended things and added the refresh system in there to keep redrawing down to a minimum. let me know if this is usable. you can test it with this test scene: https://www.dropbox.com/s/cwjxhf6s5r6qpma/MultiresolutionTest.zip
Nape updated on 2.0.16
custom starling juggler :
When pausing CE, the juggler is paused as well so AnimationSequences would stop.
However, starling should keep running and updating the context3D so that flash display objects on top of stage3D would still update.
When stage deactivates however (game in the background or 'tabbed out' starling stops altogether as expected).

let me know if I missed something. this is a first step towards a better pause/resume process I think. Also, tried placing some @inheritDoc comments so that maybe the html docs would apprear more complete as overrides would inherit their docs from the super version
fixed #198
updated to Feathers 1.3.0
CitrusSoundGroup : stopAllSounds()
SoundManager fixed masterMute/masterVolume
Merge branch 'master' of github.com:alamboley/Citrus-Engine
on iOS if the physical button is off, mute the sound
ACitrusCamera intersectRect/containsRect fix.

if used with object bounds, the bounds' target space needs to be the corresponding stage (important)
setUpStarling method has a stage3D argument, useful for shared context.
fixed issue where StarlingCitrusEngine's handlePlayingChange didn't call its parent.
added references
each ICitrusView object gets a reference to its *Art object... assigned through handleArtReady.
easier for working with the associated art from within custom object, and accessing the art from outside without needing to go through the state.view.getArt
(is that alright?)
updating on Starling 1.5 RC
fixed physics engine implementing ICitrusArt
now we use Starling's Automatic Profile Selection #194 #189 #197
Keyboard signals less useless... BACK/MENU/SEARCH keys added to the list.
DragonBones updated on 3.0
Removed dependency on lvlEnded Signal.