two particlesystems are thrice as good as one? had this little addition lying around, don't remember if decided to not add it back when made the test/sample file, or whether had just forgotten to commit+push. putting up for consideration..
CompositeScene script, planned / testing for the Oulu city model composing - starting point with the boilerplate and very basics in place. W.I.P.
CompositeScene - finish the basics: parents the ents of the scenepart to the part placeholder. made the parts and the master scene so that are sane and look somewhat clear .. with two different simply city block like things (parts a and b are same otherwise but colours switched).
CompositeScene - use the asset api to get the filesyspath for the part txmls
CompositeScene: added basic doc / instructions
Merge pull request #701 from antont/compositescene

CompositeScene
Merge pull request #698 from antont/secondparticlesys

Merge secondparticlesys
BuildDeps.cmd: Set USE_QT to TRUE for kNet so that the useful kNet statistics window is available.
Fix output path for libspeex.lib files.
OgreRenderingModule Does not depend anymore on OpenAssetImport
Changed loading of plugins to be via --plugin command line argument. RE #101
Changed javascript startup scripts to be loaded with --jsplugin command line parameter. Closes #101
Changed config XMLs to use the new --plugin and --jsplugin parameters, RE #101
Added --fpslimitwheninactive that caps FPS to the value of this parameter when the window is inactive. Does not apply for headless server. Closes #103
Get-free SceneAPI.
Improve error print.
Do not enable solution folders by default when using Visual Studio as the Express versions don't support them.
Inject kNet's NetworkDialog to ProfilerWindow as Network page if applicable.
Make UndoManager's undo view (Undo Stack Editor) a proper tool window (parented to UiMainWindow). Remove deprecated GetTracker function while at it.
Remove todo for a fixed issue.