Ninja Physics is no longer included in the build files by default. Not enough people were using it, and not enough contributions were coming in to help polish it up, so we've saved the space and removed it. It's still available in the grunt build files if you require it, but we're deprecating it from the core library at this time. It will make a return in Phaser3 when we move to a modular class system.
Input and Pointer now use the new ArrayList instead of a LinkedList, which resolve list item removable during callback issues.
Input.reset no longer resets every interactive item it knows of, because they are removed during the destroy phase and can now persist between States if needed.
InputHandler._setHandCursor private var wasn't properly set, meaning the hand cursor could sometimes remain (during destroy sequence for example)
All Game Objects have a new property: destroyPhase (boolean) which is true if the object is in the process of being destroyed, otherwise false.
The PIXI.AbstractFilter is now included in the Phaser Pixi build by default, allowing for easier use of external Pixi Filters.
Emitter.particleAnchor allows you to control the anchor of emitted Particles. Defaults to 0.5 (same as before) but now under your control.
Emitter now emits Phaser.Particle objects instead of Phaser.Sprites, which can be extended as required.
Emitter has had various local properties removed that were already declared in Phaser.Group which it extends.
New build script now cleanly splits Phaser, Pixi and p2 so they are each UMD wrapped and each available in the global scope (now more requireJS friendly!).
phaser-no-libs.js allows you to use your own version of p2.js or pixi.js with Phaser. Warning: This is totally unsupported. If you hit bugs, you fix them yourself.
Fixed silly instanceof bug in game objects (sorry guys).