added console function call OnMouseDown
Merge branch 'development' of github.com:GarageGames/Torque2D into development
Merge branch 'development' of github.com:GarageGames/Torque2D into development
I didnt do it
Merge branch 'development' of github.com:GarageGames/Torque2D into development
Merge branch 'development' of github.com:GarageGames/Torque2D into development
Merge branch 'development' of github.com:capnlove/Torque2D into development
cleaned up various tests
Start the idea of a "templates" directory.
Attempt one at a very clean and simple empty or "BlankGame"
cleaned up a couple of lines of no main consequence.  But you want to get the template game right!
Merge branch 'development' of https://github.com/doodaddy64/Torque2D into development
First check-in of "FishTutorialBase" template which will be used for
the behavior tutorial.  Note that it duplicates some resources from
"AquariumToy" but the total size is small and I would like the beginner
to use this template as is, and not have to import things.
- Added in a check to see if the distance of an object from the controllers position is near-zero.  If that's the case then ignore the object as it's effectively reached its goal.  This stops a bad NAN calculation.
- Stopped the GuiControlProfile from attempting to load-up an empty bitmap name.  The GUI system needs nuking from orbit, it's the only way to be sure.
Merge branch 'development' of github.com:GarageGames/Torque2D into development
- Added instructions and template code to export ImageAsset files directly from Zoptex (http://www.zwopple.com/zwoptex/)
- Now when setting collision-groups or collision-layers you can use "off" or "none" to mean no collision groups/layers and "all" to mean all groups/layers (default).  If using the methods "setCollisionGroups()" or "setCollisionLayers()" then you can omit any arguments which means "all" groups/layers.
- Changed the contact filter so that the contact rules is now such that a contact occurs if either A is configured to contact B OR B is configured to contact A.  Previously both conditions (AND) were required which caused undue configuration.
- The contact rule above now also determines if an object gets a direct callback i.e. "onCollision()" and "onCollisionEnd()".  To receive a callback you still need to have "CollisionCallback" set to true but if it is then the object only gets it if its configuration could cause a contact.  This means that if, for instance, A was configured to collide with B but not B with A then A would get a callback but not B.  Again, A would only get a callback if it had turned-on the collision-callback flag.  Also note that if a contact is made then the "onSceneCollision()" and "onEndSceneCollision()" is always called.
- Updated the existing toys to take advantage of this improvement.
Merge remote-tracking branch 'refs/remotes/origin/development' into development
- Fixed bug in "SceneObject::setCollisionAgainst()" which was incorrectly merging the opposing objects collision-masks and not the scene-masks.