Fixed issue when non-ascii string used in script
Fix incorrect colors in CCDrawNode.
Fixing CCScale9Sprites when loaded from CCB files to be able to change color and opacity
Fixing coloring in CCControlButtons by overriding the set/get color functions
fix Null pointer access
Added win32 support
Merge branch 'master' of https://github.com/sunzhuoshi/cocos2d-x
Updated README
Merge branch 'master' of https://github.com/cocos2d/cocos2d-x into cocos2d-master

Conflicts:
	tools/jsbcc/src/main.cpp
Added const to CCNode's getTag & getContentSize
issue #2103 Add more lua test case(Add  NodeChildrenTest of PerformanceTest)
issue #2103 Add more lua test case(Add  NodeChildrenTest of PerformanceTest)
issue #2103 Add more lua test case(Add  TextureTest of PerformanceTest)
issue #2103 Add more lua test case(Add  ToucheTest of PerformanceTest)
Merge pull request #2536 from sunzhuoshi/master

fixed #2106: Adding compile tool of JS bytecode for win32.
Merge pull request #2526 from djh-/master

fixed #2140: The displayed color of CCDrawNode is incorrect when VAO is disabled.
Update AUTHORS
Fix centerWindow() when the taskbar is located along the top or left screen edge

centerWindow() will not center the window correctly when the taskbar is located along the top or left screen edge.
Fix custom font loading on Android when using fonts that are in resource mapped directories/paths.

1: Use the CCFileUtils::fullPathForFilename function to lookup the resolved path for the font in the Android specific function, CCImage::getBitmapFromJava.

2: Remove a warning previously added in pull request 2422 (https://github.com/cocos2d/cocos2d-x/pull/2422) in CCFileUtils::fullPathForFilename in order to support change (1) above. If we pass just a system font name to CCFileUtils::fullPathForFilename such as 'Arial' (instead of a path) then it should just return 'Arial' and not generate a warning. We can't assume that when a path (or handle) given to CCFileUtils::fullPathForFilename isn't found within Cocos2dx that it doesn't exist or isn't valid. Depending on the platform there might be files or folders or handles that could be accessible to the app which might exist outside of the knowledge of Cocos2dx. The correct place to warn about missing resource files would be at the point where the resource loading itself fails; e.g if a texture or sound fails to load for example.
issue #2103 Add more lua test case(Add  PerformanceParticleTest of PerformanceTest)