Added CREATE_COCOA_VIEW_USER_APPLICATION to create cocoa applications to render Ogre inside a Cocoa view, but with the user running a class based application instead of processing style function based
XMLSettings: Little tweaks and added method getChildren
MediaPlayerOCV tweaked to receive string instead of char* for file path
Temp fix for OSX: removed macros LOG_ENTER_FUNCTION and LOG_EXIT_FUNCTION
Added MediaPlayerOCV to osx types
Post build steps to copy Cing headers optimized using rsync
Added check to GraphicsManager to allow calling applyCoordinateSystemTransform even if size() has not been called
Fix on MediaPlayerOCV that for some reason in OSX does not behave like in windows as far as the retreived frame (in osx it creates a cv::mat that has 4 channels, RGBA)
Fix on resources manager resource handling on OSX. Now the user data folder points to the Resources folder insode of the app bundle
Added fodlerExists system util function to OSX
Fix warning on TextureQuad::init as enableShadows was called when the isValid flag was not set yet (inside of the init at the end)
Renamed InputManagerCocoa.cpp to .mm as it contains Objective-C code
Added getAmbientLight to LightingUserAPI
Added window setting windowParams["macAPICocoaUseNSView"] = "cocoa"; for Cocoa view based application to be consistent (as it it inside a view, not a full window in this case.
Warning removed in Object3D when the material passed is ""… now it is not assigned.
Fix: addResourceLocation for os x
MediaplayerOCV optimizations to allow copy or not of the new frames to texture. Also the updates does the buffer copy and not the getImage (as multiple getImage calls would trigger multiple updates as it was before)
Image::getPixel fix and optimization (after move to non-opencv based it was not fast and had some issues)
Fix: app didn't run when double clicking on xcode (the problem was that the post build step was not copying cing framework to the bundle/Frameworks folder so in runtime it didn't find it)
Media player opencv supports multithreaded playback (frames are decoded in a separate thread)