Update the header to indicate that color and opacity are readwrite.
Made CCSpriteFrame description more verbose. 
Added useTrimmedFrameForAnchorPoint property to CCSprite. 

When set to YES this property makes the trimmed frame the frame of reference for the contentSize and the anchorPoint. When using trimmed frames with different offsets and same original sizes, the anchor point will be off. Or when using different trimmed frames with different offsets. 

This is useful for animations that use the trimmed frame as frame of reference for transformations or expect the anchor point to remain the same between frames with different offsets. 

To test the new behavior, I've included two new sprite tests. 
Fixed bug in getUIImageFromBuffer, needed to make copy of imageData, so malloc'd pixel data can be freed safely. 
Implemented cocos 2.0 fix for particle system where due to incorrect blend function particles would not fade out completely, or have a black halo when overlapping. 

https://github.com/supernes/cocos2d-iphone/commit/3886df2d9acb021dee367c5cebab4e562c1c1874
Test case for issue 1020, where several animations with a slight delay would synchronize over time in a CCRepeatForever. 

I let the test case run for an hour, but didn't see the animations synchronize. The animation code has changed since 0.99.5, the version from where the bug was reported.  
Fix for issue 911. Exception raised in runloop didn't cause program to abort with crash report, instead the runloop kept going. 
Update was unscheduled one time too much when using auto-remove.
Fix for issue 1352, incorrect position of relative and free particles when the emitter is scaled. 

ParticleFlower is changed for testing purposes in particleTest and particleTestBatched.  
Test case for issue 893. Could not reproduce the issue. Particle with no speed would wobble a bit on retina displays. 
Changelog for new particle test. 
Added convenience method setAnchorPointWithoutPositionChange. It recalculates the position when a relative anchor point is set, so the node on screen does not change position. 
Added inPixel versions of each function. So on retina drawing a point would be 1 x 1 pixel instead of 2 x 2. 
Tested bug from forum topic.. http://www.cocos2d-iphone.org/forum/topic/30756

found two culprits, 

-when adding animation frames with addFrames:, the delay per unit needs to be set first, else the duration is 0. Added a assert to make sure of this. 

-the update method of the animation action couldn't display more than one frame per 'tick'. In cases of low FPS or a delayPerUnit that is < 1/FPS more frames per 'tick' need to be displayed. 
Changelog for last commit. 
Fixes bug from topic http://www.cocos2d-iphone.org/forum/topic/12514. OnEnterTransitionDidFinish was called twice when node was added in onEnter (before [super onEnter] call). 
Fixed bug where offset of custom projection isn't taken into account when converting touch coordinates. 

Known bug in FullScreenTest, when switching to full screen scale test again labels and navigation are gone.
added copyWithZone for CCActionTween
CCFadeIn and CCFadeOut are now subclassed from CCFadeTo, both actions now respect the initial opacity of the node (instead of always going from 0 .. 255, 255 .. 0). 
Incorrect changelog from previous commit.