Effects UI - Start adding the control for CCEffectLighting
Effects UI - Add controls for specular color and light groups

This also adds a new type, StringArray, to the publisher for writing light group strings.
CCLightNode support

This is the first pass at integrating CCLightNode with SpriteBuilder. There is no UI
for the light note properties yet but the plug-in builds, loads, and light nodes are
created when dropped on the stage.
CCLightNode support

Start adding properties for light node editing. This adds the following:

- Diffuse color and intensity
- Specular color and intensity
- Ambient color and intensity
- Cutoff radius and half radius
- Depth

It looks like light groups and light type are slightly more complicated and
will take a little more work.
CCLightNode - Add light type editing
Effects UI - Adjust the max shininess value from 1 to 100
Light node and effect UI - Rename StringArray property type to TokenArray

And add an inspector for it so it can be used by CCLightNode too.

There is a parallel change in CCBReader but since this is just changing the
property name and not the type ID stored in the CCB files, this change can
be committed without that one and nothing will break.
Light node UI - First pass at light icons in the stage

They're not in their own layer yet so they scale with other content as the zoom
level is adjusted. Fixing that is up next.
Effects / Lighting UI - Update light node / effect icons
Lighting serialization - Handle the TokenArray property type

I was doing this in the publisher but not the internal reader and writer.
Light node UI - Move light icons into their own layer

Add a CCNode to CocosScene and SceneGraph to act as the parent of all light icon sprites
(this is not the actual CCLightNode that is being edited, just a visual representation of it). This
prevents the light icons from scaling when the zoom is changed similar to the way joints are
drawn.
Publisher - Revert the CCB version increment

Introducing the light node and token array type doesn't break file compatibility if they're
not used so the version doesn't need to be incremented.
Light node UI - Change default depth from 100 to 1

It's a better default for both point lights and directional lights.
Lighting effect serialization - Handle nil groups
Effect UI - Fix exception on color editing

Convert the supplied color to the device RGB color space before trying to retrieve its
RGB components.
CCLightNode editing

- Add different stage assets for point lights and directional lights
- Switch between light icons depending on the current light type.
- Color the light icon with the light's diffuse color.
CCLightNode UI - Update directional light icon
Bumps Cocos2D
Merge remote-tracking branch 'upstream/develop' into develop
Merge branch 'develop' into effects/lighting

Conflicts:
	SpriteBuilder/SpriteBuilder.xcodeproj/project.pbxproj