- Reduced the verbosiry of a few asset manager methods:
> addSingleDeclaredAsset() is now "addDeclaredAsset()"
> removeSingleDeclaredAsset() is now "removeDeclaredAsset()".

Will update the wiki shortly: https://github.com/GarageGames/Torque2D/wiki/Asset-Manager-Guide
- Renamed the module declared assets method:
> addDeclaredAssets() is now "addModuleDeclaredAssets()".

This now makes it obvious between adding a single asset to a module and all assets defined as part of the module i.e. "addDeclaredAsset()" and "addModuleDeclaredAssets()" respectively.

Will update the wiki shortly: https://github.com/GarageGames/Torque2D/wiki/Asset-Manager-Guide
- Added consistent "copyTo()" (cloning) functionality to AssetBase and all existing asset types.  The ParticleAsset was already wired-up correctly.
- Added the ability to acquire a public asset as a private asset.  This would allow you to acquire an asset, assign it to anything that can consume it and tweak the asset in realtime.
The ParticlePlayer now has a "TimeScale" option to scale time.  This gives it:
> TimeScale
> ForceScale
> SizeScale
> EmissionRateScale

... all of which default to 1.0 i.e. they have no effect.
Merge branch 'development' of https://github.com/GarageGames/Torque2D into development
Updating...
first push
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Merge branch 'development' of github.com:calebjoshua/T2DGame into development