Fix for loading custom fonts on iOS when referenced from a CocosBuilder CCB file
Fix up how fonts are loaded in Cocos2dx for iOS to work transparently with custom font filenames/paths such as 'MyCustomFont.ttf' or 'fonts/MyCustomFont.ttf'. Referring to fonts by these paths would be OK on Android but can't be used on iOS since fonts must be referred to by family name on iOS; we must use 'MyCustomFont' when referring to that particular font in both examples on iOS. Hence add the code to strip out the folder path and extension on iOS so that the font path 'MyCustomFont.ttf' and 'fonts/MyCustomFont.ttf' can be used transparently across all platforms. This is required especially in the case where we have custom fonts being referenced from CCB files, since CCB files store the font names with the .ttf extension included.
Code review changes for pull request #2102
We should only load the 'MarkerFelt-Wide' fallback font in 'CCImage.mm, _initWithString()' if the user is attempting to load a custom font, not when the user is attempting to load a system font. If the user is trying to load a system font then give back the default system font instead.
Fix all compiler warnings produced by gcc.

This allows the linux and NaCl builds (and perhaps others)
to be compiles with -Wall and -Werror, and it makes the build
output much less noisy.
Fix all gcc warnings in NaCl build.
update Cocos2dxSound.java for unload effect

when unload effect, sounID maybe null so the app will creash because of NPE.
Merge pull request #2092 from sbc100/fix_all_warnings

Fix all compiler warnings produced by gcc.
Merge pull request #1 from cocos2d/master

update cocos2d/cocos2d-x
Merge pull request #2102 from DarraghCoy/ios_custom_font_loading_fix

Fix for loading custom fonts on iOS when referenced from a CCB file
Update AUTHORS
Merge pull request #2106 from waiter/master

Update unload effect function (android normal)