Fixing memory leak in CCSpriteFrameCache

If we add again the same Plist file we will have ~200KB of memory leak.
Ofcourse it will be cleared in some time but the case it when we reload
Plist for example in restartGame() function.

Example:

//We want clean memory every game start

CCSpriteFrameCache::sharedSpriteFrameCache()->purgeSharedSpriteFrameCache();
CCTextureCache::sharedTextureCache()->purgeSharedTextureCache();

///////////////////////////////////////////////////////////////////////////////////////////////

LevelConfiguration config = getCurrentLevelConfiguration();
CCTextureCache::sharedTextureCache()->addImage(config.textureFileName.c_str());

CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(config.plistFileName.c_str(),config.textureFileName);

Also when someone use another function than
void CCSpriteFrameCache::addSpriteFramesWithFile(const char *pszPlist);

we don't add to loaded file names:
m_pLoadedFileNames->insert(pszPlist);
Bug in scheduler with blocked element

Fixing bug when scheduler was blocked and we want remove and add again
scheduled method

Example

We scheduled teget for example method update

void MyObject::update(float dt)
{
//Here CCScheduler::m_bUpdateHashLocked is set to true
//Also here scheduler for LeafAnimator::getInstance() is
paused!

CCDirector::sharedDirector()->getScheduler()->unscheduleUpdateForTarget(&LeafAnimator::getInstance()
);

CCDirector::sharedDirector()->getScheduler()->scheduleUpdateForTarget
(&LeafAnimator::getInstance(), INT_MAX, false );
//So when we want reschedule paused field isn't updated. Priority also
but this is in todo :)
}
Update CCScheduler.cpp

Indention fix
Update CCScheduler.cpp

Indention fix
Update CCSpriteFrameCache.cpp

Fixing indention
Merge pull request #6909 from gelldur/memory_leak_in_cc_sprite_frame_cache

Memory leak in cc sprite frame cache
[ci skip]
[ci skip]
Merge pull request #6910 from gelldur/bug_fix_CCScheduler_blocked_element

Bug fix cc scheduler blocked element
Fix generate-jsbindings.sh so it can on forked repos.
Cleanup .travis.yml, and enable travis on all branchs
Merge pull request #6950 from sbc100/fix_nacl_v2

Cleanup travis.yml and re-enable on all branches.
Update README.md, update travis ci status for v2 branch.
[nacl] Ensure uniform precision is the same for shaders within the same program.

Recent version of chrome will fail to link shader programs
that contain the same type names with different precisions.

Previously CCGLProgram::compileShader was delaring the
CC_PMatrix and friends to be highp in the vertex shader
and mediump in the fragment shader. This is technically
against the GLES spec but I assume that most implementation
allow it anyway.

This changes the precision to highp for both vertext
and fragment shaders when building for NaCl.  It might
be desirable to make this true for all platform but I'm
not sure what the consequences would be.

Also, print linker logs when shader programs fail to link.
The fact that this was not previously done made this problem
hard to debug.

Also, the code for checking the link status was guarded by
DEBUG (which AFIAKT is never defined) rather than
COCOS2D_DEBUG.
Support Fast App Resume.
Fixed black screen may arise when using third SDK.
Merge pull request #6952 from sbc100/fix_precision

Fix precision
fix font blur on Android
Merge pull request #7013 from minggo/v2

fix font blur on Android
[ci skip]