Adding FlowLayout, ScrollLayout.
Clipping fix in SpriteBatch.
Added ability to override margin, padding from .form file.
Fixed signed/unsigned mismatches and floating-point ambiguity causing wrapping issues in Font.
Refactoring bounds calculations in Control::update().
Using new bounds to draw controls more efficiently.
Merge branch 'next' of https://github.com/blackberry-gaming/GamePlay into next-ablake

Conflicts:
	gameplay/gameplay.vcxproj.filters
	gameplay/src/Control.cpp
	gameplay/src/Control.h
	gameplay/src/FlowLayout.cpp
	gameplay/src/FlowLayout.h
	gameplay/src/Label.h
	gameplay/src/Slider.h
	gameplay/src/TextBox.h
Animation Optimization
Removes numerous calls to dirty() [which in turns calls transformChanged() on itself, and it's children] from Transform::setAnimationPropertyValue() when animating ANIMATE_ROTATE_TRANSLATE or ANIMATE_SCALE_ROTATE_TRANSLATE.
Quaternion friends Transform to give access to static void Quaternion::slerp(float q1x, float q1y, float q1z, float q1w, float q2x, float q2y, float q2z, float q2w, float t, float* dstx, float* dsty, float* dstz, float* dstw). This saves the creation of a Quaternion every time Transform::setAnimationPropertyValue() is called when animating ANIMATE_ROTATE, ANIMATE_ROTATE_TRANSLATE or ANIMATE_SCALE_ROTATE_TRANSLATE.
Removes unnecessary friending of class AnimationController by class AnimationTarget.
Merge branch 'next' of https://github.com/blackberry-gaming/GamePlay into next-kcunney
Merge branch 'next' of https://github.com/blackberry-gaming/GamePlay into next-kcunney
Fixing a bug in Frustum where planes were being calculated incorrectly.
Frustum culling in ParticleEmitter.
First steps towards optimizing forms.

Note to self: There are unfinished changes in this commit.  Don't push this yet!
Merge branch 'next' of https://github.com/blackberry-gaming/GamePlay into next-ablake
Adds the following Public APIs to Transform:
- static void suspendTransformChanged();
- static void resumeTransformChanged();
- static bool isTransformChangedSuspended();
This provides a global mechanism for suspending calls to transformChanged().

Animation Optimization.
Significantly reduces the number of calls to transformChanged() during an AnimationController::update() call.
Calls Transform::suspendTransformChanged() before processing animations. This suspends all calls to transformChanged().
Calls Transform::resumeTransformChanged() after processing animations. This calls all the transformChanged() events after all animations are processed. This reduces the calls to transformChanged() (and on any children) every time there is a change to a Transform's scale, rotation or translation, which would happen quite frequently when animating a character.
Merge pull request #388 from blackberry-gaming/next-kcunney

Animation Optimization - Reduces the number of calls of transformChanged() during processing of animations.
Fixed the encoder so that it can read DAE_FBX files from Maya.
Merge pull request #389 from blackberry/master

Minor bug fix.
Animation Optimization (goes with Commit:1883e23e52e8f26b03bbd590a8ab9b3e70f3dcab)

Fixes bug when resuming transform changed events where the flag, _suspendTransformChanged, was being unset too early. This resulted in child nodes calling Transform::transformChanged() more than once when resuming transform changed events.
Merge branch 'next' of https://github.com/blackberry-gaming/GamePlay into next-kcunney
Merge pull request #391 from blackberry-gaming/next-kcunney

Animation Optimization (goes with commit: 6a6f3f1fd7785f5b4cade617d6ff7b25dc6c06e3)
Merge pull request #392 from blackberry/master

Minor fix to readme
Fixed android support for portrait mode accelerometer.
Removed Platform::getOrientationAngle
Merge branch 'next' of https://github.com/blackberry-gaming/GamePlay into next-dgough
Merge pull request #393 from blackberry-gaming/next-dgough

Next dgough
Merge branch 'next' of https://github.com/blackberry-gaming/GamePlay into next-setaylor
Fixed a bug in the encoder where FBX_DAE files from Maya would sometimes have a scene ID with length zero.