fixed GlutHostMain.cpp to work with either SUBSYSTEM:CONSOLE or SUBSYSTEM:WINDOWS under Visual Studio; fixed crash on exit in MOAIProfiler
fixed bug in MOAINode::ClearAttrLink - needed to mask out attribute flags before compare
added Tommo's visibility inheritance work (with a few minor tweaks)
added example of visbility inheritance (thank you, Tommo!)
Added missing files to libmoai.xcodeproj

Fixed build on iOS and OSX
Merge pull request #669 from Kaali/master

Fixed build on iOS and OSX
Fire EVENT_TIMER_END_SPAN a bit later

I feels more natural if the event is fired after the action's time and cycle have
been adjusted and EVENT_TIMER_KEYFRAME is fired (if needed).

See discussion on the forum: http://getmoai.com/forums/timing-of-event-timer-end-span-t1713/
Merge pull request #671 from theGoodEvil/fire_event_timer_end_span_later

Fire EVENT_TIMER_END_SPAN a bit later
Only block on busy actions

If MOAICoroutine.blockOnAction() was called with an action that was
already done or not active, the coroutine would never resume. Fixed
by only setting a blocker if it is busy.
Merge pull request #672 from theGoodEvil/only_block_on_busy_actions

Only block on busy actions
Fix key search for animation curves

The binary search used to determine the key id in an animation curve
(USBinarySearchNearest) never returned the last key for curves with
an even number of keys.

Fixed by replacing the break conditions with a stricter loop condition
and returning either the lower or the upper bound (i or j).
Merge pull request #673 from theGoodEvil/fix_anim_curve_key_search

Fix Key Frame Search for Animation Curves
No changes made manually to Atari.h, but it is believed that the file got checked in with weird / mixed line endings. It is believed that commiting it this way will fix it.
Fix 3d picking for rays that have a zero component

When using MOAIPartition:propListForRay() with a ray along the
Z axis (i.e. (0, 0, -1)), there were false positives in the result
buffer.

Fixed by checking against both min and max when the direction
component is (almost) zero.

I also updated the 3d picking sample to check if it still works
correctly.
Merge pull request #683 from theGoodEvil/fix_3d_ray_picking

Fix 3D Picking for Rays That Have a Zero Component