Fixed some minor warnings found by cppcheck
Merge pull request #1351 from seanpaultaylor/next

Updated run scripts to also rsync res/ui
Merge branch 'next' of https://github.com/blackberry/GamePlay into next
Changed Properties class to use a std::list instead of std::map for properties to ensure order of properties is preserved and to allow multiple properties with the same name (i.e. rotate, translate, etc).
Changed SceneLoader to support multiple rotate/translate/scale properties in a node.
Changed Visual Studio Debug and DebugMem projects to use "Multi-threaded debug DLL" runtime linking instead of Multi-thread DLL".
Merge branch 'next' of https://github.com/blackberry/GamePlay into next

Conflicts:
	samples/character/sample-character.vcxproj
	samples/lua/sample-lua.vcxproj
	samples/mesh/sample-mesh.vcxproj
	samples/particles/sample-particles.vcxproj
	samples/racer/sample-racer.vcxproj
	samples/spaceship/sample-spaceship.vcxproj
Merge pull request #1355 from sgrenier/next

next-sgrenier
Merge branch 'next' of https://github.com/blackberry/GamePlay into next
Fixed the pre-build event for spaceship.
Also fixed line endings in the other pre-build events.
Merge pull request #1358 from dgough/next

Fixed spaceship pre-build event
Modified character sample to test support for non-flat terrain in PhysicsCharacter.
Fix #896 non-flat terrain is now supported.
Revert "Modified character sample to test support for non-flat terrain in PhysicsCharacter."

This reverts commit 94ae6f9ede85cec0eb18a98ba697069622908c8b.

To test the support for non-flat terrain, simply checkout the commit previous to this revert commit.
Revamp light falloff calculation in Encoder

* Remove Linear, Quadratic and Constant calculation from Light class
* Perform exact calculation of range rather than using approximation algorithm
* Remove falloffExponent as it was unused
* Default range parameter to 1.0f directly, rather than deferring until actually writing to .gpb
Merge pull request #1360 from kwhatmough/next

Fix #896 support for non-flat terrain
Add conditionals in default shaders for using medium precision

Some devices have problems with high precision floats. I have tested
Nexus 4 and Nexus 7 with Android 4.4 having lightning artifacts when
using highp floats but work fine with mediump.
Fixed Sample browser build on Android
Merge pull request #1364 from rgngl/sampleAndroidFix

Fixed Sample browser build on Android
Merge pull request #1362 from rgngl/mediumpShaders

Add conditionals in default shaders for using medium precision
Merge pull request #1361 from staticfloat/encoderfix

Revamp light falloff calculation in Encoder
Fixed luagen build on OS X