add destroyInstance for ScriptHandlerMgr
delete _scriptHandlerMgr in destruct will cause stack overflow
Add extra CCNode verification
Add a check to the CCNode destructor to catch a common cocos2d-x programming mistake - forgetting to call base class onExit() in derived class onExit() implementations. We can check for this invalid API usage by checking if the node is still marked as running on destruction. If the node still thinks it's running then it's likely the cleanup logic performed by Node::onExit() was not done.
Update the reference of submodule plugin-x
modify ShaderTest.cpp not crah to autotest.
[ci skip], delete ShaderFail sample in ShaderTest.cpp.
closed #4710: [win32] Crash in EventDispatcher if game starts up with mouse moving frequently
issue #4710: Fixed wrong indention.
closed #4711: [win32] Passing empty string to FileUtils::isFileExist may also return true
Merge pull request #6170 from dumganhar/iss4711-fileexist-win32

closed #4711: [win32] Passing empty string to FileUtils::isFileExist may also return true
Merge pull request #6169 from dumganhar/iss4710-eventdispatcher-crash

closed #4710: [win32] Crash in EventDispatcher if game starts up with mouse moving frequently
Merge pull request #6165 from natural-law/develop

Update the reference of submodule plugin-x
Merge pull request #6151 from mgcL/ScriptHandlerMgr-memory-free

add destroyInstance for ScriptHandlerMgr
Update AUTHORS [ci skip]
Update CHANGELOG [ci skip]
Merge pull request #6167 from shujunqiao/testcpp-shader

delete ShaderFail sample in ShaderTest.cpp. It's needed for `autotest`.
Merge pull request #6161 from DarraghCoy/check_node_not_running_when_destroyed

Adding extra CCNode verification in Node's destructor
Update AUTHORS [ci skip]