fix Animation Error

fix Error: last Frame in MOAIAnim2D not readed
custom Build Files for MAC

no Facebook, Tabjoy and Fmod
add MAC Binarys
Revert "add MAC Binarys"

This reverts commit cb39d560446c3e8eba0648d7643f75884248eb6b.
Revert "custom Build Files for MAC"

This reverts commit 4cc6c3c6bc66c63ece69f01b1da6151709a36e74.
updated box2d physics sample

adding mouse manipulation using mouse joint
Added support for collideConnected flag to MOAIBox2DWorld::_addRopeJoint

Distance joints support the collideConnected flag already, but rope
joints do not.
fix edge case that new-created-paused action cannot receive further update
Adding first pass of Android keyboard

Known issues: only onInput callback works, need to make return work
Android keyboard cleanup and tweaks

Added Return callback for when the user clicks 'done' on the keyboard.
Merge pull request #642 from moai/feature/android_keyboard

Feature/android keyboard
Clarify description of textbox color escapes, fixing one typo and
reducing confusion between number of bits and number of values represented.
Merge pull request #643 from seebs/seebs

Clarify description of textbox color escapes
first phase of offscreen rendering architecture completed
build.sh: Terser output, more success running lipo

Use xcrun to run the right version of lipo. This requires doing different
architectures for each SDK.

Log xcodebuild runs, then report on their success or failure. This is made
optional with the new "-v" flag.
add (untested) support for controlling GL blend equations.

GL_MIN and GL_MAX are omitted because they are absent in iOS; rumor
has it they may exist under the names "GL_MIN_EXT" and "GL_MAX_EXT",
but this seemed harder to accomplish.

The intent is that if you don't use setBlendEquation(), you'll never
see any changes, but it's there as an alternative if you have reason
to prefer subtractive rendering.
a few more minor cleanups to layer rendering
added setClearColor () to MOAILayer; added samples to test multiple viewports and multiple viewports inside an offscreen buffer
first phase of offscreen rendering architecture completed
a few more minor cleanups to layer rendering