Simple pass over the codebase to standardize the platform types.
Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx
processLine doesn't override base virtual function

The processLine definition differs from the base TCPObject class causing the function to never be called. This causes HTTPObject to not function properly, it calls back into the Torque Script with the HTTP headers when it should only be returning the content.
Reformat parameter defaults to true.
re-enables boyancy as per: http://www.garagegames.com/community/blogs/view/22403#comments
Changes for MaskNodeHandsOff

This is a rework of the Pull Request
https://github.com/GarageGames/Torque3D/pull/453 based on my own
understanding of the issue.  The details may be found in the description
of the original Pull Request.
Viewport Fix for Glow PostFX

- Modified the glow postFX to now respect the current viewport settings.
- This fixes glow rendering for the Oculus Rift and any other time the
glow rendering should be limited to a region of the back buffer.
Merge pull request #502 from DavidWyand-GG/OculusRiftUpdate

Viewport Fix for Glow PostFX
Viewport fix for PostFX and SSAO

- General fix for PostFX render targets to properly support the GFX
viewport setting.  This is an opt-in change through the use of the new
mTargetViewport property as most PostFX run fine with their assumption
of the viewport being the whole rendering target.
- The SSAO PostFX has been modified to use the new mTargetViewport
property.  This allows correct rendering in a side-by-side view such as
with the Oculus Rift, or any other constrained viewport rendering.
Merge pull request #503 from DavidWyand-GG/OculusRiftUpdate

Viewport fix for PostFX and SSAO
Expand PostFX Viewport Options

- Added an option for a postFX to get its viewport from a named texture
in slot 0, if there is one.  This allows the postFX to operate when the
named input texture's viewport is different than the current viewport.
- Modified the SSAO postFX to use the new
PFXTargetViewport_NamedInTexture0 option to more closely link SSAO with
the prepass buffer.
- Modifed the GFX method setActiveRenderTarget() with a new parameter
that indicates if the current viewport should be modified with the new
rendering target.  This defaults to true to maintain its previous
behaviour.  The postFX rendering pipeline sets this to false as it now
handles its own viewport setup, and removes an unnecessary
GFX->setViewport() call.
Merge pull request #504 from DavidWyand-GG/OculusRiftUpdate

Expand PostFX Viewport Options
PlaneReflector Support for Side-by-Side Rendering

- The PlaneReflector class now supports side-by-side rendering.  This
does mean that while in this rendering style that all planar reflections
are rendered twice, as reflection is a screen space effect from the eye
point of view.
- Planar reflections now work in the Oculus Rift.
- Modified GuiTSCtrl::onRender() to move up where the rendering style is
defined to just before the reflection manager has its turn.
Merge pull request #505 from DavidWyand-GG/PlanarReflectionFix

PlaneReflector Support for Side-by-Side Rendering
Merge pull request #466 from eightyeight/mltext-default-reformat

Added default parameter to GuiMLTextCtrl::addText
Frustum Comparison Fix

- Frustum comparison now includes comparing the projection offset.
- Fixes objects that only set the projection matrix if the frustum has
changed during side-by-side rendering, such as the WaterPlane.
Merge pull request #506 from DavidWyand-GG/OculusRiftUpdate2

Frustum Comparison Fix
Merge pull request #490 from Azaezel/buoyancy

Buoyancy
Initialize mCameraRotation to (0, 0, 0).
Merge pull request #508 from thecelloman/guiObjectView-cameraRotation-fix

Initialize mCameraRotation to (0, 0, 0).