RAF timer being used when RAF controlling loops.
Time.time used for Date.now but Time.now may hold RAF hi-res value.
Start of separation of game/render update.
Minor adjustments to Time.update for clarity.
Established fixed steps for logic update with catch-up for dropped frames.
Render update runs every frame.
Tweens moved into render update to maintain smooth motion.
Added Time.slowMotion factor, integrated with logic/render updates and tweens.
Adjusted particle emitter for slow-mo.
Removed un-needed physics changes.
Fixed pause/resume time incompatibilities (RAF time and Date.now() can't be mixed) which has fixed the problem with tweens disappearing when paused.
Calculate suggestedFps.
Deprecated timeCap.
Detect "spiralling" due to CPU falling behind.
Permanently skip frames when spiralling occurs.
Bug fix: this.time needs the Date.now() value, not the function!
Created Phaser.Signal fpsProblemNotifier to warn the game program when the CPU starts spiralling out of control.  Signal dispatch is limited to once per 10 seconds.
Math/Utils - various cleanup and deprecations/moves

There are no known breaking changes.

- Timer
  - Uses standard Math.min/Math.max (it's better 2, 3 items).

- Math
  - Updated documentation
  - Marked various Math functions as deprecated, proxying as appropriate
    - Array-based functions -> ArrayUtils
    - RNG-based functions -> Utils
    - Updated core-usage
    - floor/ceil should not be used (alternatives provided)
  - Altered for some equivalencies
  - Also fixes some assorted issues
  - Marked a few internal functions as private

- Utils
  - Moved polyfills to their own file for better visibility
  - Moved array functions to ArrayUtils and marked proxies as deprecated

- Created Phaser.ArrayUtils for array-related functions

- polyfills moved to their own file
  - Functions given function names
  - Added Math.trunc
Math/Utils - various cleanup and deprecations/moves

- Put in the missing changes..
Math/Utils - various cleanup and deprecations/moves

- And one last before..
Add getObjectsAtLocation method in Arcade physics.
Merge remote-tracking branch 'phaser-github/dev' into dev

Conflicts:
	src/animation/FrameData.js
	src/core/Game.js
	src/particles/arcade/Emitter.js
	src/time/Time.js
	src/tween/Tween.js
Paste over to fix unwanted HEAD entries
Merge pull request #1314 from pjbaron/dev

getObjectsAtLocation method for Arcade Physics
Minor logic fix to nested loop counters.
Modify updateRender call to use desiredFps rate when spiralling is detected.
Math/Utils - various cleanup and deprecations/moves

- FIX/CHANGE - Math.wrapAngle over radians; it would convert radians to degrees
  - No internal code relies on unexpected the radians-to-degrees behavior

- Moved additional methods over to ArrayUtils, only marked deprecated in Math

- Removed some private annotations; e.g. linear / factorial public, but bernstein / catmullRom still protected

- Marked additional duplicates deprecated; e.g linearValue, angleLimit

- Documentation updates

- Fixed some accidental "Utils.Arrays" usage (oops!)

- Bumped deprecations from 2.1.4 to 2.2.0
ScaleManager - orientation

- FIX #1306, hopefully, where an orientation change did not correclty
  cause a screen/layout update.

- FIX/CHANGE where Paused games would not update the scale
  - The new behavior "runs" the ScaleManager in a paused state via
    `pauseUpdate`; a User paused game will now correctly track scale
    changes. This is closer to the 2.1.3 behavior in some cases, such as
    window resizing, when the updates were done in the DOM event.
  - This change also affects device orientation change monitoring and
    events, which are also deferred to the update cycle
  - The update cycle is set to the maximum and is still dependent on the
    RAF / primary loop running, so it should not affect background
    apps/tabs

- FIX/CHANGE New better backoff timing; ie. continuous window resizing is
  limited to ~10 fps update calculations. This makes it much harder to
  crash Chrome by rapidly and continously resizing the window.  Also
  increases the scaling from 0..10..20..40 to 0..25..50..100.

- FIX an issue where the incorrect orientation was "one frame behind" the
  scaling.

- UPDATE The contract for when the change orientation events occurs is
  better defined - it now always happens in the update context as with
  game sizing.

- UPDATE Unifies orientation-change code / handling and duplicate.

- CHANGE Added DOM.getScreenOrientation which obtains the orientation via
  the Device Orientation API (WD) and provides comprehensive fallbacks
  - This should cover all modern browsers
  - FIX: Orientation on desktops now computed as screen ratio by default
    which fixesi the false-portrait chain/detection when the page is made
    more narrow than it is tall.
  - CHANGE/FIX: window.orientation is now only used as fallback, if
    requested (due to device differences). It may be appropriate to enable
    this (via `scale.compatibility` on boot, for instance) in some
    environments.

Signed-off-by: Paul <pstickne@gmail.com>
ScaleManager - orientation

- Removed some "debug" logging, oops.

- And a dab of documentation updates while I'm at it..