Finished the material editor in the IDE. Rewrote screen shader bindings. Fixed depth buffer FBOs and depth buffer binding. Screen shaders now require explicit 'color' and 'depth' rendertarget bindings to access the original scene/screen render. Added an optional precision parameter to String::NumberToString. Numberous resizing improvements to UI controls and IDE props. Added DefaultShaderNoTextureHDR shader to hdr pack. Added a default REMOVE_EVENT Event type. Added Vector2 shader prop. Removed deprecated saving/loading code from Scene. Numerous bugfixes in shader code.
Merge pull request #327 from christopherreed/compile-scripts

Compile Lua scripts to byte-code.
Merge pull request #331 from CIB/master

Clipboard support on linux!
Merge pull request #324 from mcclure/continuous

Restore continuous update option for UIHSlider, UIColorPicker
Default continuous updates in UIColorBox and UIHSlider to false
Fixed crash when opening a file that's not part of the project
Added syntax theme switcher to settings window in IDE
Make CppHeaderParser script ignore "using" statements

- It doesn't handle them properly and instead assumes they're
  an ivar.
Make IDE build on OSX when 10.6 SDK isn't available

- More recent versions of Xcode no longer ship with the
  10.6 SDK so the default SDK setting of 10.6 causes an
  error. This change makes it build with whatever is
  the latest SDK on whatever Xcode is being used
  but sets the deployment target to 10.6 so that it
  will run there as well.
Add Vector2 version of hitTest()
Make initial hitBox size match initial width/height

- Otherwise it's possible to have a clickable entity
  with zero size by default which seems like something
  you don't want as a default behavior.
Make sure all UIElements descend from UIElement

- This way they all get the same default positionMode
  since they're all positioned as if they're TOPLEFT
  but these UI classes weren't descended from UIElement
  so their default positionMode was CENTER. It just
  happened to work because they themselves weren't
  displayed. Fixing this provides the knowledge needed
  to produce a proper concatenated screen position matrix.
Remove redundant removeAllHandlersForListener() in dtor

- Already called at top of method.
Remove need for parentAdjust in _onMouse*() methods

- hitTest can now be used without parentAdjust.
- Make getScreenConcatenatedMatrix() to return a matrix
  that can be used to produce screen coordinates.
- Rename local "transformMatrix" variable to "screenMatrix"
  so we're not hiding the "transformMatrix" ivar.
Add definition to suppress min/max macros on Windows

- When you include windows.h it will define a pair
  of min/max macros. This becomes a problem when you
  want to use the min/max defined as templates in
  <algorithm>. The templates are preferred as you
  only calculate the values of the arguments once
  rather than the two times that the macro does.
Add Clipped() method to Rectangle with some edge methods

- Added Clipped() which returns the rectangle clipped by
  the bounds of the passed-in rectangle.
- Also added some convenience methods for getting the
  locations of the rectangle edges. Helps bring a litte
  clarity and the max*() methods are especially useful
  as that is a not uncommon operation. I included
  the min*() methods for completeness so if you're
  working with edges your code will read consistent
  although I don't mind if people would rather they
  were deleted.
Use Rectangle's new Clipped() method for scissorBox
Use setPositionMode() accessor when possible

- Gives some extra flexibility if things need to
  happen when this changes.
Make some ScreenEntity methods const
Fix some indentation in ScreenEntity

- This code was hard for me to follow without
  consistent intendation.