Update dev dependencies.
Merge pull request #695 from xtian/upgrade-deps

Update dev dependencies.
Updated Time docs for deltaCap.
Grunt update to dev dependencies (thanks @xtian, #695)
Emitter now has minParticleAlpha and maxParticleAlpha values for setting a random alpha on emitted particles.
Emitter.particleAnchor allows you to control the anchor of emitted Particles. Defaults to 0.5 (same as before) but now under your control.
Emitter now emits Phaser.Particle objects instead of Phaser.Sprites, which can be extended as required.
Emitter has had various local properties removed that were already declared in Phaser.Group which it extends.
PluginManager parent parameter removed as it's redundant. Also most core functions tidied up and jsdocs fixed.
generateFrameNames returns string[]

#697
Group.customSort allows you to sort the Group children based on your own sort function.
jshint fixes.
Emitter.setScale has a new 'rate' parameter which allows particles to change in scale over time, using any Easing value or timescale.
Emitter.setAlpha has a new 'rate' parameter which allows particles to change alpha over time, using any Easing value or timescale.
Emitter.bringToTop and Emitter.sendToBack are booleans that let you optionally set the display order of the Particle when emitted.
Emitter now calls the Phaser.Particle.onEmit function, which is left empty for you to override and add in custom behaviours.
Added jsdocs to Particle and Emitter. Fixed p2 UMD.
Tidied up the Grunt tasks a little to name them more accurately.
Renamed phaser-no-physics to phaser-arcade-physics, which is far more accurate.
Removed un-used builds.
Fixed issue with Particles not being updated by the Emitter and rebuilt the dist files.
Merge pull request #698 from clark-stevenson/patch-1

generateFrameNames returns string[]
Modified Phaser.Animation.generateFrameNames to make it a static function (fix #701)
Emitter.setScale now allows you to scale the x and y axis of the particles independently.
Fixed World.restitution typo.
Updated World to use the new p2 defaultContactMaterial.
P2.World has a new contactMaterial property, which can be configured like a normal P2 Contact Material and is applied when two bodies hit that don't have defined materials.