Game.destroy now destroys either the WebGLRenderer or CanvasRenderer, whichever Pixi was using.
Particle.Emitter will now automatically set `particle.body.skipQuadTree` to `true` to help with collision speeds within Arcade Physics.

Particle.Emitter.explode (or `Emitter.start` with the `explode` parameter set to `true`) will immediately emit the required quantity of particles and not delay until the next frame to do so. This means you can re-use a single emitter across multiple places in your game that require explode-style emissions, just by adjusting the `emitter.x` and `emitter.y` properties before calling explode (thanks Insanehero)
New build files for testing.