Make UpdateLocalVertices public

If the user changes the anchorX and anchorY, they won't see changes to
the textureRect until the next Update runs, unless they call
UpdateLocalVertices themself.
More PIs for everyone!
Fonts take more characters
Making custom shaders easier to work with
Adding the "Solid" shader

essentially the solid shader just treats your texture as if it was all
white, but the alpha still says. Good for making characters blink, I
guess.
Make the int Range return an int
Adding the AdditiveColor shader
Update banana logic, it was wrong and bad
This unitypackage should only be in the root

Sneaky, sneaky unitypackages!
Add array modification extension
FButton isEnabled
Merge branch 'master' into development
Merge branch 'master' into development
MiniJSON credit
Merge branch 'master' into development
Fixing FLabel's time of text quad creation

In the old code, there was a chance that the text would change but there
wouldn't be enough quads allocated for it.
FSprite.GetTextureRectRelativeToContainer()

For this:
http://www.reddit.com/r/futile/comments/yhuoh/simple_collision_detection/
matrix.Identity() is now matrix.ResetToIdentity()
FNode RotateAroundPoint and ScaleAroundPoint

There are relative and absolute versions of both... this will allow
people to do rotations and scaling around arbitrary points.
Use a local matrix reference instead of static