Update phaser.d.ts

Final one, I went through the source code this time so I know its 99% matching your latest commit brining it upto par with 2 completely.

Congratulations on reaching 2! Phaser is amazing, and without the well documented code, I would be stumped.
custom export from physics editor
exporter update
reverted p2 body debug
method docs
better fixture handling
pivots were wrong signed, everything was upside down
Merge pull request #621 from georgiee/fix-p2-revolute-joint

p2 revolute pivots were wrong signed
Merge pull request #612 from clark-stevenson/patch-1

Update phaser.d.ts
If no seed was given in the Game config object, the RandomDataGenerator wouldn't be started (thank tylerjhutchison fix #619)
ArcadePhysics.World.seperate will now check gravity totals to determine separation order. You can set World.forceX to true to always separate on X first and skip this check.
Merge pull request #614 from georgiee/physics-phaser-exporter

Custom PhysicsEditor export & new p2 polygon parsing
README updates.
fixed naming for rotation lock in prismatic joint
P2.Body.loadPolygon no longer modifies the Cache array (fix #613)
Merge pull request #622 from georgiee/fix-prismatic-naming

Fixed bug in prismatic joint. Lock flag not inverted, updated naming & description
The volume given in Sound.play now over-rides that set in Sound.addMarker if specified (fix #623)
TileSprites now emit outOfBounds and enterBounds events accordingly.
TileSprites working with physics bodies again.
BitmapDatas when used as Game Object textures in WebGL now update themselves properly.
Timer.ms now correctly reports the ms time even if the Timer has been paused (thanks Nambew, fix #624)
multiple circle shapes in a body with position