Fixed connecting to an externalNode in Sound.play() and Sound.resume().
Update phaser.d.ts

Handful of changes from Last week of Dev and fixed optional loader script callbacks/context.
Merge pull request #847 from clark-stevenson/patch-2

Update phaser.d.ts
Group.destroy now removes any set filters (thanks @Jmaharman fix #844)
jshint fix + draw sprite fix
Fixed Gamepad issue that incorrectly checked non-webkit prefix gamepads.
RetroFont charsPerRow paramters is now optional. If not given it will take the image width and divide it by the characterWidth value.
Keyboard.addCallbacks now has a new parameter for keypress event capture.
Keyboard.pressEvent stores the most recent DOM keypress event.
Keyboard.processKeyDown now runs the callback after all the objects have been created and/or updated.
Keyboard.processKeyUp now runs the callback after all the objects have been created and/or updated.
Phaser.Keyboard.lastChar will return the string value of the last key pressed.
Phaser.Keyboard.lastKey will return the most recently pressed Key object.
RetroFont.updateOffset allows you to modify the offsetX/Y values used by the font during rendering.
ArcadePhysics.Body has a new boolean property `enable`. If `false` the body won't be checked for any collision or overlaps, or have its pre or post update methods called. Use this for easy toggling of physics bodies without having to destroy or re-create the Body object itself.
Swapped keypress callback order.
Phaser.RenderTexture incorrectly passed the scaleMode to Pixi.RenderTexture, causing the renderer to error.
RetroFont now uses Phaser.scaleModes.NEAREST by default for its RenderTexture to preserve scaling.
Sprite animation data wasn't reset when going from a sprite sheet to a single frame in Sprite.loadTexture (thanks @lucbloom, fix #850)
Render tilemap when camera outside of world bounds, layer wrapping

Prior to this change, TilemapLayers always restricted themselves to
rendering strictly within the world bounds. If the camera was allowed
to go beyond the world bounds, then the tilemap would appear to stop
scrolling once the camera hit the world edge. This allows the tilemap
to continue scrolling, showing empty space beyond the edge of the map.

Additionally, when the new "wrap" parameter is true, the tilemap will
render its opposite edge in the empty space. This simulates the map as
if it was the surface of a toroid (donut) rather than a flat plane.
Update phaser.d.ts

Updated from last week

Also I think #843 is solved and supports this for example. I do not really see a problem with Casting as I do it fairly frequently. 

`var filter: Phaser.Filter.Marble = new Phaser.Filter.Marble(this.game, 800, 600, 4, 1);`
`var filter: Phaser.Filter.Marble = <Phaser.Filter.Marble>this.game.add.filter("Marble", 800, 600, 4, 1);`
`var filter: Phaser.Filter = this.game.add.filter("Marble", 800, 600, 4, 1);` <-- looses intellisense
Version 1.0 of the Flash to Phaser JSFL Script.
Rebuild on offset change.
Merge pull request #852 from clark-stevenson/patch-1

Update phaser.d.ts
User guides for the Flash to Phaser JSFL script.