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.
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.
Modify the brightness and contrast test to demonstrate blending issues
Brightness and contrast only change rgb not alpha
Minor cleanup and warnings.
working spring joint.
CCEffectNodes will now correctly work when added to a scene, thus we can now draw cceffectnodes automatically and are no longer required to explicitly call visit. (Fixed a bug in CCEffectNode that was causing the wrong transform to be passed in during some of the render passes)
Merge branch 'develop' of github.com:osinoleg/cocos2d-iphone into develop
Merge remote-tracking branch 'upstream/develop' into develop

Conflicts:
	cocos2d-ui-tests/tests/CCRendererTest.m
Merge remote-tracking branch 'origin/develop' into develop
Remove the manual visitation code and directly add the CCEffectNode to the scene
Set the blend mode and anchor point for the sprite in the final rendering pass
Whitespace cleanup
Fixed CCEffectGlow so that it correctly resets uniforms between frames.
Merge branch 'develop' of github.com:osinoleg/cocos2d-iphone into develop
Testing actions with effects.
Fix memory leak in CCRenderTexture

Since we were only keeping track of the most recently allocated GL FBO and depth buffer,
we were leaking resources when rendering multiple passes. The fix is to keep track of all
allocated FBOs and depth buffers and delete these in addition to the CCTexture objects in
the destroy method.
Merge remote-tracking branch 'origin/develop' into develop
EffectGlow  - fixed blending issue, we can finally add the glow effect to any scene and it should blend correctly without weird artificats.