fix OpenSLEngine can't load resources from SD card
add getStartLocation() and getStartLocationInView() to CCTouch to access the start point of a touch
Fix for loading custom fonts on iOS when referenced from a CocosBuilder CCB file
Fix up how fonts are loaded in Cocos2dx for iOS to work transparently with custom font filenames/paths such as 'MyCustomFont.ttf' or 'fonts/MyCustomFont.ttf'. Referring to fonts by these paths would be OK on Android but can't be used on iOS since fonts must be referred to by family name on iOS; we must use 'MyCustomFont' when referring to that particular font in both examples on iOS. Hence add the code to strip out the folder path and extension on iOS so that the font path 'MyCustomFont.ttf' and 'fonts/MyCustomFont.ttf' can be used transparently across all platforms. This is required especially in the case where we have custom fonts being referenced from CCB files, since CCB files store the font names with the .ttf extension included.
Merge pull request #2099 from waiter/master

fix OpenSLEngine can't load resources from SD card
Update AUTHORS
Code review changes for pull request #2102
We should only load the 'MarkerFelt-Wide' fallback font in 'CCImage.mm, _initWithString()' if the user is attempting to load a custom font, not when the user is attempting to load a system font. If the user is trying to load a system font then give back the default system font instead.
issue #1425:exist lua test case is ok!
1.add some lua test case
2.add ccset.pkg
3.fixed ParticleSystem error in lua test case
Fix all compiler warnings produced by gcc.

This allows the linux and NaCl builds (and perhaps others)
to be compiles with -Wall and -Werror, and it makes the build
output much less noisy.
Fix all gcc warnings in NaCl build.
update Cocos2dxSound.java for unload effect

when unload effect, sounID maybe null so the app will creash because of NPE.
Merge pull request #2092 from sbc100/fix_all_warnings

Fix all compiler warnings produced by gcc.
Merge pull request #1 from cocos2d/master

update cocos2d/cocos2d-x
Merge pull request #2102 from DarraghCoy/ios_custom_font_loading_fix

Fix for loading custom fonts on iOS when referenced from a CCB file
Update AUTHORS
Merge pull request #2106 from waiter/master

Update unload effect function (android normal)
Add missing <UIKit/UIKit.h> for UITextField
Merge branch 'master' into iss1425-lua

Conflicts:
	scripting/lua/cocos2dx_support/LuaCocos2d.cpp
Improved build system from linux.

This change makes several fundamental improvements to the linux
build system:

- Remove duplication: a lot of the common make logic is now in
  a central shared makefile: cocos2dx/proj.linux/cocos2dx.mk

- Quiet by default: unless you specify V=1 on the commandline
  the output is now very clean and quiet.

- Dependencies: gcc's automatic dependancy generation is now
  used (-MMD).  This means that if you change a header file
  then all the object that depend on it now get rebuilt.

- Don't store objects in the source tree: previously object
  files were stored alongside the sources, which meant that
  debug and release object clobbered each other which leads
  to confusion and lots of unnecessary rebuilding.Q

- Library dependencies: each binary now depends on the libraries
  it links aginst.  This means that if the cocos2dx library
  changes then all examples will get re-linked.

- Top level Makefile: there is now a top level Makefile that
  can be shared/used by any platform the uses make as the
  build system (for example NaCl).  Everything can be built
  by simply running 'make' at the top level. e.g:

    make DEBUG=1
    make DEBUG=1 clean
Use same top level Makefile for nacl and linux builds.

Also, re-use some of the concepts from the linux build
system (such as quite by default) in the nacl build.

Fix remaining warnings in NaCl builds.
[NaCl] Fix warnings in ARM build