added console function call OnMouseDown
Merge branch 'development' of github.com:GarageGames/Torque2D into development
Merge branch 'development' of github.com:GarageGames/Torque2D into development
I didnt do it
Merge branch 'development' of github.com:GarageGames/Torque2D into development
Merge branch 'development' of github.com:GarageGames/Torque2D into development
Merge remote-tracking branch 'refs/remotes/origin/development'
Merge remote-tracking branch 'refs/remotes/origin/development'
Merge branch 'refs/heads/development'
Merge remote-tracking branch 'refs/remotes/origin/development'
Merge branch 'development' of github.com:capnlove/Torque2D into development
cleaned up various tests
- Turning-off auto-spawn in the PoitnForceControllerToy now stops the timer that produces the asteriods.
Merge remote-tracking branch 'refs/remotes/origin/development'
- 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.
fixed typo in asset file