Consider zoom when culling billboards.

screenScale represents the current zoom factor, but may need some
revision because I'm not sure if what it's doing is technically correct.
It is used to multiply the culling distance for cells, as well as the
fading distance.
Added comment.
Elastic ease fix

Elastic ease used an arcsinus function where it should have used a sinus
function.
Fix for issue #210 for ParticleData sends out-of-range data via BitStream

1. When addProtectedField used with custom setters, we need to return false, or it will set the value via regular routine after the method exists (change ParticleData::protectedSetTimes() to return false instead of true).

2. The ParticleData::sizes[] needs a custom setter, so the value is clamped in a range of 0.f and MaxParticleSize.

3. The spinRadnomMin and spinRandomMax ParticleData fields need a FRangeValidator, so it auto-clamped in a range of -1000 to 1000, as we are writing data trying to fit the values in 11 bits (as UInt upto 2048 max).
   * The description for those fields needs to be updated to use 1000 instead of 10000.
   * ParticleData::onAdd() should check for values to be in a correct range too.
Remove hard coded paths pass 1

- displaySplashWindow() now takes an optional path to a bitmap file.
- Missing, unavailable and warning texture paths now come from
GFXTextureManager static methods.
Merge pull request #227 from DavidWyand-GG/HardCodedPaths

Remove hard coded paths pass 1
Fixed crash in Con::warnf function. Issue #82
Fix memory leak (ParticleData and ParticleEmitterData) on using TypeValidator class.
This fixes issue #154
Update README.md
Merge branch 'development' of https://github.com/thecelloman/Torque3D
Merge pull request #211 from just-bank/particledata-bitstream-fixes

Fix for issue #210 and #154 for ParticleData sends out-of-range data via BitStream
Merge remote-tracking branch 'upstream/master'
Updated README.md

Added information on where to find the pre-compiled versions.
Razer Hydra integration
Change ShapeBase to only test if available meshes

The ShapeBase class tests if all of its meshes are hidden and if so,
then it doesn't render during that frame.  However, if there are no
meshes in the ShapeBase and only nodes then rendering is also skipped.
Unfortunately, this also skips the rendering of any mounted images.
This change allows for a mesh-less skeleton to render any mounted
images.
Merge pull request #236 from DavidWyand-GG/HiddenMesh

Change ShapeBase to only test if available meshes
Compile Bullet library under Windows

For some reason the Bullet physics library's project file was not being
included in the solution when the bullet module was added.  This change
makes sure that when you want to use Bullet, it will correctly be added
by the Project Generator.
Merge pull request #237 from DavidWyand-GG/BulletBuilding

Compile Bullet library under Windows
Merge pull request #234 from DavidWyand-GG/RazerHydraWork

Razer Hydra integration
Updates livVorbis to v1.3.3