Fixed connecting to an externalNode in Sound.play() and Sound.resume().
Fix null returns for play()

The play() method in the AnimationManager could return null for a valid animation name.
Fixes bug #906 by adding a check for isDecoded in the update loop.
Fixes bug #906 by adding a check for isDecoded in the update loop.
Shape changed not called on removeShape

It looks like a bunch of these methods that modify the body don't call shapeChanged(). If you want I can add them all and resubmit.
Fix for issue #917, Physics.P2.Body#addToWorld

Fix for issue #917: Calling reset() on Sprite with a P2 body can result in body.data.world == null.
Calling addToWorld() would previously not check the _toRemove array, which could, if the timing were right, result in a Sprite being revived but then removed from the P2 World--the result of this being the Sprite's data would be in a mixed state causing it to appear visually but not function in the world.
Fixes bug #906
Adding a Phaser version of the PixelateFilter

A Phaser version of the PixelateFilter contained in the Pixi repository.
Added factorial and changed interpolation docs
Made the code jshint-friendly
TileMap update performance



Discussion: http://www.html5gamedevs.com/topic/7409-tilemaps-changing/

It should remove the problem of updating stuff in a 100x100 tilemap making the engine recalculate every single update.(390 tiles changed in that map makes it a 100x100x390 loop.
Whould make the recalculate parameter in the setCollision functions unnecessary as well.
Update Tilemap.js
Update Tilemap.js
Update Tilemap.js
createCollisionGroup -> public, included in .d.ts file
P2 bottom world wall position fix
inverting debug getter result