First pass of CCEFffect framework.
Round calculated label sizes up to prevent strings with certain fonts from not rendering
fixed buildResponderList: in CCResponderManager

previously *buildResponderList:* overlooked adding the current node to the responder list if the node *only* contained children with a negative z-index while having interactions enabled.
 
flagging the node for possible addition, then eventually adding it should patch this.
 
and some minimisations.
Spring joints can have enable able restLength.
Joints have the option to scale and are done so when deserialized from CCB’s. Private API’s otherwise.
fixed small typo in comment in default cocos2d template
Support uninitialized joint scales.
add missing header.
Update OALTools.m

fullPathForFilename does not accept absolute paths, thus is not allowed to pass an absolute path to playBg:loop: (and others).
Refactored CCEffectNode and CCEffects so that they can support multiple render passes.
Added a glow/bloom effect.

TODO: add multi pass guassian blur to CCEffectGlow instead of doing it in place (way to slow)
TODO: add a way for sprites to extract a cceffectnode texture and update them selfs without the need to rendering everything to a cceffectnode
TODO: refactor CCEffectRenderPass (see comments left in code)
TODO: make sure CCEffectNode render correctly when auto drawing
TODO: add a dirty flag/use the renderer caching logic to avoid extra calls to cceffect node.
TODO: make sure all other basic effects still work as expected with the new refactor of CCEffectNode
updated addChild:z:name:

replaced erroneous `tag:` parameter with `name:`
updated addChild:z:name:

replaced erroneous `tag:` parameter with `name:`
Update CCProgressNode.h

added in two flags, one to signal vertexData destruction, the other to update progress before next visible draw
CCProgressNode will now properly update vertices

CCProgressNode only properly updated visually when the progress percentage or type was changed and ignored doing the same if the sprite (#698) or direction changed.

flags were added with intention for batching the differences to avoid redundant calculations and will update if the node is visible and dirty before drawing rather than when set.

and some other minor changes.

on a side note, there are a few other possible improvements to be made, but those are for another day.
Add CCRenderer support for Cocos3D rendering.

Make CCRenderCommand protocol public. Rename CCRenderCommand invoke: method to
invokeOnRenderer: for more clarity as public protocol applicable to any object.
Add CCRenderer enqueueRenderCommand: method.
Set COCOS2D_VERSION to 0x00030100 so Cocos3D can detect new rendering.
Fixes
[CCNode schedule:interval:] should not immediately invoke the method.
Check for CCBAnimationManager type in cleanup
Comment Fix
Don't invert near / far planes. Fixes #723