Initial commit. Ash framework and example Asteroids game.
More work todo on static typing as well as on unit tests.
Add build file for asteroids example.
Enable flash debugging for Asteroids.
Port ComponentPool to HaXe and use it in Asteroids example for Asteroid components.
Remove traces and fix code formatting.
Code re-formatting and rename TickProvider to ITickProvider.
Rename Factory to IFactory as it's an interface.
Use HaXe iterators for linked-lists instead of iterating with while loop.
Cleanup, also we don't need to create dummy node instance, because haXe RTTI works always.
Rework component matching family RTTI checking to more sane stuff. Still it should be done at compile-time with some kind of macros.
Get rid of RTTI in ComponentMatchingFamily and use a macro instead. This gives us compile-time checks and improved initialization speed.
Try to simplify node component map generation macro.
getBuildFields only returns this class fields, no superclass ones, remove check for next/previous/entity fields and add a TODO about superclassing.
Ignore properties and functions on node code generation instead of throwing an error. Now one can use functions and properties to extend node API to usefulness as demonstrated in Asteroid's RenderNode.
Actually, nodes can't be inherited from anything other than Node, so remove that TODO.
Use haXe Bytes class instead of flash bytearray, so Asteroids compile to HTML5 using Jeash or NME.
Added note about c++ target and cross-platform compatibility.
Do not store next iteration value in the iterator, because it can change while iterating. Store previous value instead and check if it has something "next". Also add more static typing for the list iterator.
Start porting tests using MUnit test framework: SignalTest is the first.
Port tools tests.