Documented OC3D and Mesh clone() methods. Closes #98

ASDoc comments now include proper information about what objects get reused by
the clone (e.g. geometry, material), and what objects are copied along (e.g.
children.)
Implemented View3D.visible property. Fixes #155

Previously the only way to hide the view was to dispose it and completely
remove it. Since Stage3D has a visible property, I see no reason not to make
use of it by overriding the standard DisplayObject.visible property on View3D.
Added check to ensure shading methods are not being reused. Closes #95

Reusing shading methods on several materials can generated undefined behavior
since the code generated will not necessarily match the registers defined by
the passes (when preceding methods differ.) This change will throw an error if
the user tries to reuse the same method across materials.
Improved documentation of shading method management functions.

Corrected some mistakes and included information about the inability to share
shading methods across materials.
OBJParser now sets MaterialBase.repeat to true by default. Closes #5
Fixed minor issue (major incorrectness) in comment.
Sound3D now dispatches Event.SOUND_COMPLETE. Closes #41
Enabled commented-out SCENE_CHANGED event when adding/removing children.
Fixed issue with validation in Object3D.

Previously the pos, rot and scale dirty flags would be reset in the transform
getter, even though the actual validation happens in updateTransform(). This
mean that if a sub-class was to invoke updateTransform() directly (which makes
sense in some cases) the position, rotation and scale vectors were not marked
as being valid again. This in turn would lead to notifyPositionChange() (and
the equivalents for rotation and scale) to bail early since position, rotation
and scale were already marked as dirty, preventing any more events from being
dispatched.
Changed order of transform and component invalidation in component setters.

Previously, changing position, rotation or scale properties would first dispatch
an event, and then set the dirty flags to true. This meant that if an event
listener reacted to the event by requesting a re-validation (e.g. by querying
the transform or sceneTransform properties) the validation would have already
happened by the time the dirty flags were set to true. This in turn mean that
next time the position, rotation or scale was changed the notify function would
bail early (dirty==true) and not dispatch anymore events.

Hence, any system depending on these events to re-validate the transform would
only execute once, since next update would not result in an event being
dispatched.

This simple fix changes the order such that the dirty flags will first be set
to true, and the event dispatched second. This way, an listeners that trigger
an update of the transform matrix will properly result in the object being
marked as clean again.
Updated Sound3D to listen for events instead of forcing user to manually update.
Optimized Sound3D reference vector calculation. Closes #227
Modified AWD2Parser to better adhere to coding conventions.
Update Sprite3D description doc
Merge branch 'release' of github.com:away3d/away3d-core-fp11 into release
MD5 fix for unsanitized files (0 weights). Closes #65
Added alpha property for shadow map methods
Clamp crossfade filter task amount to [0, 1]
SegmentSet. Increased default bounds values.
Reset animation state for renderables during different passes. Closes 204