Fixes for 64bit compilation on OSX
Update xcode project for 64bit compilation
Bump console version for the 64bit support
Inline the CodeToSTE call
Fix the missing va_list in the windows build
Modify windows platform code to support x86_64 compilation
Fix loading PNGs on 64bit windows
Update Visual Studio 2010 project files for x64 builds
Use correct thread type on OSX
- Fixed console warnings raised when receiving Sandbox manipulation events occur in an unexpected order (this can happen but  we don't need to see it spamming the console).
- Stopped the MultiWindowToy from mounting using "angle" to stop the view from spinning like crazy.
- Created README.md. Still needs filling out.
- TAML now supports writing and reading JSON.  By default it will use a schema that is strictly compatible with JSON RFC4627 (specifically the part about member names must be unique) however TAML does not care about this and it can be turned off with the console variable "$pref::T2D::JSONStrict" (set it to false).
- TAML adheres to unique member names by adding a suffix.  The member names that do this are the ones that represent children types or custom node names.  The JSON writer has a unique serial number which is increments during writing however you are free to configure the actual format by changing the following in the "tamlJSONWriter.cc" file (at the top): StringTableEntry JSON_RFC4627_NAME_MANGLING_FORMAT = StringTable->insert( "%s[%d]" );
- Taml also allows you to configure which characters are used to separate the type/node-name from the index again using an entry in the "tamlJSONWriter.cc": StringTableEntry JSON_RFC4627_NAME_MANGLING_CHARACTERS = StringTable->insert(" !$%^&*()-+{}[]@:~#|\\/?<>,.\n\r\t");

- TAML already will auto-detects the file type by extension (the defaults are XML is ".taml", BINARY is ".baml") and JSON now has a default of ".json".  As always, you are free to changes these defaults in the C++ code or on a TAML per-instance basis.
tutorial subtle improvement: change old style getWord(%this.upKey, 0) to %this.upKey._0 .
- Removed obsolete file from projects.
- Fixed console warning from CollisionToy (zero-sized dimension was being specified).
- Fixed console warning from CompundObjectsToy (bad layout mode was being specified).
- Completely rewritten the Taml visitor/parser set-up this morning.  Now TAML can perform parsing requests for visitors for potentially any format i.e. you can write a visitor without having knowledge of the format being read.  Only an XML parser is currently present but I'm now writing JSON and BINARY parsers.  With a JSON and BINARY parser in place you will be able to define things like asset-definitions and module-definitions in any TAML format (any that has a parser).
- Added JSON parser.  You can now write module and assets using JSON because there's a parser available (it can even update so it works with renaming assets etc).
tutorial tweaks that are not necessary but will make the tutorial a bit easier:
removed unnecessary calls in ShooterControls::onRemoveBehavior
fixed a bad reference to caustics particle effect
Merge remote-tracking branch 'remotes/upstream/development' into development

Conflicts:
	modules/TropicalAssets/1/assets/particles/caustics.asset.taml