Fix for scale issues in CocoonJS using webgl renderer and screencanvas
P2 bounds now collides with everything by default
Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060)
Merge pull request #1071 from Dumtard/dev

Fix for previous PR #1028
Merge pull request #1064 from txusinho/dev

Fix for scale issues in CocoonJS using webgl renderer and screencanvas
Added a UA string test for Kindle

Also added PS Vita so the “silk” detection doesn’t confuse that one.
Resolves issue with pixel perfect click / over detection on Sprites that used trimmed image atlases for animations or frames > 0.
Merge pull request #1080 from lucbloom/detect-kindle

Added a UA string test for Kindle
Updated readme.
Arcade Physics Body.skipQuadTree is a new boolean that if set to `true` when you collide the Sprite against a Group it will tell Phaser to skip using a QuadTree for that collision. This is handy if this Body is especially large.
Arcade Physics World.skipQuadTree will disable the use of all QuadTrees in collision methods, which can help performance in tightly packed scenes.