Fixing loader events. Removed flaky file suffix check when dependencies fail.
Removed DEPENDENCY_ERROR, replacing it with isDependency flag.
AssetLoader can now only load one resource at a time.
Token now simply acts as a proxy for AssetLoader

The event dispatcher interface on AssetLoaderToken simply delegates to
AssetLoader. The event buffering has been removed, since it's no longer
necessary nor properly functional.
Fixed incorrect (and confusing) indentation in OBJParser.
Fixed incorrect check whether failed dependency was base.
Moved AssetLoader event management to own methods.
Fixed incorrect argument order for event.
Fixed issue in how Loader3D handled LOAD_ERROR events.

Previously listeners would be prematurely removed (even though user correctly
handled the LOAD_ERROR event) meaning that if the load was allowed to continue
no more events would be caught and able to bubble up to the user.

This fix correctly waits with removing the event listeners until it's known
whether it's possible to continue loading, and also implements the correct
behavior for LoaderEvent.preventDefault().
Overriding preventDefault() in LoaderEvent.

For some reason preventDefault() and isDefaultPrevented() were not working
as expected when inherited from Event. This overrides and re-implements them
to function properly for our purposes.
Now properly cleaning up listeners on LOAD_ERROR

Previously Loader3D would not clean up error listeners after a LOAD_ERROR
event unless isDefaultPrevented() was true. This is fine for dependency
errors, but if the error event was caused by being unable to load the base
file, the load operation would stop here even if default behavior was not
prevented, and hence the event listeners should be properly cleaned up.
Implemented functioning error handling in loaders.

This new error handling system functions much better than before although it is
a little bit arcane in comparison. It doesn't use the regular event dispatcher
system but instead has a custom callback system for error events. This lets
AssetLoader know whether client code is listening for it's events by checking
hasEventListener() (without risking the listener being AssetLibraryBundle or
Loader3D) and can hance decide whether to throw an error more reliably.

Second, the callbacks return whether or not the events were handled as a result
of those callbacks, i.e. if there were listeners on the objects that own the
callbacks (Loader3D and/or AssetLibraryBundle) and thus AssetLoader will know
after the callbacks return whether the event was handled at all.
Documented the loaders' alternative error handling system.
Added proper clean-up code for when loading fails.
Switched order of validation and upload of textures

This way, a texture can re-invalidate it self by overriding the upload method
and thus implement "auto-updating" without having to resort to an internal
timer or ENTER_FRAME handler.
Added WebcamTexture

Signed-off-by: Jerome <jerome@wemakedotcoms.com>
Added Flip and Clean up

Added Flip Horizontal and Vertical of Webcam
Cleaned up imports and code.

Signed-off-by: Jerome <jerome@wemakedotcoms.com>
Updated WebcamTexture

Change start and stop to be public functions

Signed-off-by: Jerome <jerome@wemakedotcoms.com>
Re-implemented auto-updating for WebcamTexture

By re-invalidating the texture directly after it's been uploaded, the upload
method will effectively be invoked again on the next render cycle, allowing
the texture to update again (without having to use an internal ENTER_FRAME
event listener.)
Added autoUpdate property to WebcamTexture.