Fix a memory leak in Set::removeAllObjects.
The set maintains a strong reference to all objects so release() should be called whenever something is removed from the set.
particle designer2.0 support
Minor spelling changes description of CCScene.h
Merge pull request #3736 from elwinarens/desc_scene_spelling

Minor spelling changes in description of CCScene.h[ci skip]
Update AUTHORS [ci skip]
retan ActionNode _actionSpawn while create
add judgment for retaining _actionSpawn
Fixed compiling-warnings (MSVC2012): C4996(* was declared deprecated), C4305 (* truncation from 'double' to 'float'), C4018 (* signed/unsigned mismatch), C4800(* forcing value to bool 'true' or 'false').
Clean up some API documentation
Merge branch 'develop' of https://github.com/cocos2d/cocos2d-x into develop
modify particleSystem format erro
fixed action node crash
change to use CC_SAFE_RELEASE_NULL and CC_SAFE_RETAIN
Merge pull request #3755 from liamcindy/develop_action

[ci skip]change to use CC_SAFE_RELEASE_NULL and CC_SAFE_RETAIN
revising indent Erro
Merge branch 'develop' of https://github.com/cocos2d/cocos2d-x into develop
add EGL_RENDERABLE_TYPE to OpenGL attributes

This patch adds EGL_RENDERABLE_TYPE=EGL_OPENGL_ES2_BIT to the OpenGL attributes.
The default value for this setting is EGL_OPENGL_ES_BIT and, as we require ES 2.0,
cause some problems on various Android devices (e.g. Amazon Kindle 2.Gen).
wrong variable used which could crash the whole app
re-introduce Cocos2dxHelper.runOnGLThread(Runnable)

It's crucial to execute various tasks synchonized with the rendering loop /
thread, but this ability (runOnGLThread) got removed with the NativeActivity
transitions a few days ago. This patch adds this method back again.

Why can't we just use runOnUiThread()? Because it seems not to be synchronized
properly and can cause broken OpenGL textures or even the whole app to crash.

Isn't there a better way to get into the mainloop? I hope so! But I'm not a
experienced Android developer and this solution is quite simple / the only one
that worked without any problems.
Prevent nullptr access in AssetsManager