Added 2 functions, one called add_visual_path that adds more visuals to the list of visuals from a user specified directory, specified as an argument to the function, and one called pick visual that takes an integer argument that is a specific visual based on the index of available visuals.
(Merged & Squashed from molton)
- implemented more protections from connections for certain parameters
- improved macro cloning (segfault)
- fixed the sequencer controller that wouldn't close
- cleaned up some old code
- vsx_module_engine_info is now a class with constructor to alleviate uninitialized variables and clean up code in engine's constructor
- added some documentation to vsx_module.h about how param specs work
- vsx_param_sequence_item now can blend animations (run one first, then execute with blend < 1.0f (internal)
- cleaned up unused command lists in param_sequence
- implemented removal of parameter from animation sequencer (this was never implemented)
  this would cause vsxu to crash when deleting a component which had an animation sequencer param attached to it
- uninitialized values in engine for the end looping point fixed (valgrind)
- added default controllers (mainly color) where applicable (texture colors, lights etc)
- new texture loader module: bitmaps;loaders;jpeg_bitm_load_alpha - loads 2 jpegs using the 2nd one as alpha channel
Moved the plugins/include/vsx_glsl.h and plugins/include/vsx_glsl_es.h
to engine_graphics: This enables the 3rd party modules to compile outside
VSXu tree.