Android stock browser check

This is a class-static function of Phaser.Device to check wether we’re
running on an Android Stock browser. Autors might want to scale down on
effects and switch to the CANVAS rendering method on those devices.
Usage: var defaultRenderingMode = Phaser.Device.isAndroidStockBrowser()
? Phaser.CANVAS : Phaser.AUTO;
added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phaser.Group.checkAll

Added deep-property getting and setting via strings:

Phaser.Util.getProperty(someObj, 'foo.bar.baz');

Phaser.Util.setProperty(someObj, 'foo.bar.baz', 'lol');

Added a "checkAll" method to Phaser.Group that returns true/false if all of the children's given properties match the value passed in.

this.someGroup.checkAll('foo.bar.baz', 'lol'); // will return true if child[n].foo.bar.baz === 'lol'

Comes with standard 'force' ability.
Added position Point object for quick x/y coordinates access.
Plus validation of non-point objects
codePaused should be set if manually called

If pause is called manually, codePaused should be set regardless of whether the game is currently paused or not. This would fix issues where a developer might not want the game to automatically resume when the screen regains focus.
"Reuse a single Point object rather than creating a new one each time"
Initial Rope Commit
added: Rope debug, segments, updateAnimation
fixed: replaced 'snake' with key
Pixi updated worldTransform from an Array to an Object and Phaser Image, BitmapText, Text and Graphics were still using array access to populate the world property, giving it incorrect results (thanks @alvinsight)
Keyboard.processKeyPress now checks if the Keyboard Input handler is disabled or not before processing the key callbacks.
Physics.bounds now correctly matches World.bounds on system start (thanks @Dumtard #1028)
Sprite.loadTexture has a new optional `stopAnimation` boolean parameter which will halt the currently running animation (if any) after changing the texture (based on #1029).
Animation.updateFrameData allows you to load a new FrameData object into an existing animation, even if currently running (based on #1029)
AnimationManager.loadFrameData will now update all existing Animations to use the newly loaded FrameData (based on #1029)
Sprite.loadTexture will store the `smoothed` property of the Sprite and re-apply it once the new texture is loaded.
Phaser 2.0.7 test release.
Fram data guards

Sometimes, this._frameData is null. Guard agains it.
Sometimes, we transfer to an animation that contains lesser frames.
Guard against it.
Update phaser.d.ts
OritentationSprite fix, not using PIXI.TextureCache anymore
If you add a Tween to the TweenManager and then immediately stop it, it will still exist in the TweenManager (thanks @gilangcp #1032)