Merge pull request #1 from GarageGames/development

Update to latest dev branch version
Updated ShapeVectorToy to use setPolyPrimitive instead of manual PolyList points

Users can now create a polygon with 3 to 20 vertices, or a circle.
Resolved Conflicts:
	engine/source/2d/scene/Scene.cc
Conflicts:
	engine/source/2d/core/SpriteBatch.cc
	engine/source/2d/sceneobject/CompositeSprite.cc
- Added the ability to add/remove any SimObject as a listener of input events.
- Sandbox toys are now automatically added as an input listener on the SandboxWindow object therefore they receive direct input events without the need to use the messy "package" stuff.
- Sandbox manipulation system is now an input listener of the SandboxWindow.
- Scene PickArea(), PickPoint(), pickCollision() & PickRay() now accept an empty string for the group/layer masks to mean "all" groups/layers.  This is slightly better than having to use "-1" to mean all.
- Added "PickingToy" to show the different types of picking modes.  This toy only demonstrates "pickPoint()" but the alternate geometries of "pickArea()" and "pickRay()" work the same.
- Fixed issue with WorldQuery when picking an area.
- Updated the PickingToy to show also show "pickArea()".
- The PickingToy now turns on/off the OOBB, AABB & Collision shape debug overlays.
- Removed a dead assets
- Fixed some broken asset references
- Added missing assets
- Add a new GuiControlProfile
- All above changes are leading up to a new toy that will allow a user to preview all loaded assets, similar to the old 3SS asset library. Still working on that, though.
- Finished the WorldQuery.  This is a breaking change!  The old "Size" option for the Scene picking methods no longer exists.  Now you have "Any", "AABB", "OOBB" & "Collision".  The old "Size" option is analogous to "AABB".
- CompositeSprite pick methods now pick the OOBB.
- Updated the PickingToy to demonstrate the new changes.
- When retrieving the blend color from either a SceneObject or a CompositeSprite the raw color values are now returned by default however both methods have an optional flag to restore the previous functionality allow either a stock color or the raw-values as appropriate.

See: http://www.garagegames.com/community/forums/viewthread/133565
- Fixed bug which caused an exception when the CompositeSprite culling was turned-off.
- Fixed bug where an assert was issued when an invalid CompositeSprite layout was specified.
In the README, Torque2D.app should have been torque2D.exe for copying on Windows.
- Added a CompoundObjectsToy to demonstrate the CompositeSprite in a simple compound-sprite mode with culling-off and batch-isolation on.
- Removed extra line in script.
- Reduce the picking mode of "any" to mean OOBB & Collision in combination and not includ AABB and whilst AABB is very fast, it's also pretty specialized and would probably "get in the way" of typical picking operations in a gane.
- Tidied the ShapeVector but this type needs some serious work, it's pretty lame.