animation3d
sprite3d with skin render&bundle
change comment
worldmat cache in bone
animation test
fix KeyCode back compatible
debug Sprite3D with .c3t
Update `LuaStack::executeScriptFile` to support template project loading lua or luac files
Merge branch 'v3' of https://github.com/cocos2d/cocos2d-x into v3_lua_ui_fix
Add a log
#5506 bug fix
when Director->convertToUI() called, returned wrong value.

kazmath code (under 3.0 version.)
//********************************************************
kmVec3* kmVec3TransformCoord(kmVec3* pOut, const kmVec3* pV, const kmMat4* pM)
{
 /*
        a = (Vx, Vy, Vz, 1)
        b = (a×M)T
        Out = 1 ⁄ bw(bx, by, bz)
 */

    kmVec4 v;
    kmVec4 inV;
    kmVec4Fill(&inV, pV->x, pV->y, pV->z, 1.0);

    kmVec4Transform(&v, &inV,pM);

 pOut->x = v.x / v.w;
 pOut->y = v.y / v.w;
 pOut->z = v.z / v.w;

 return pOut;
}
//********************************************************

Mat4.h & MathUtil version (3.1 or later)
//********************************************************
inline void MathUtil::transformVec4(const float* m, const float* v, float* dst)
{
    // Handle case where v == dst.
    float x = v[0] * m[0] + v[1] * m[4] + v[2] * m[8] + v[3] * m[12];
    float y = v[0] * m[1] + v[1] * m[5] + v[2] * m[9] + v[3] * m[13];
    float z = v[0] * m[2] + v[1] * m[6] + v[2] * m[10] + v[3] * m[14];
    float w = v[0] * m[3] + v[1] * m[7] + v[2] * m[11] + v[3] * m[15];

    dst[0] = x;
    dst[1] = y;
    dst[2] = z;
    dst[3] = w;
}

//****************************************************

Transforms 3-D vector or an array of 3-D vectors using a given matrix, projecting the result back into w = 1.
but, it is not apply w = 1.
animation bug
GLProgram should not abort() if shader compilation fails, returning false will allow app to show custom error message to user (or use other simple shaders if a complicated shader fails to compile on some device).
make it rotate
add use glprogram before setting uniform data for meshcommand
adjust shader uniform settings
use a new fake data for testing
fix rendering bug
use my data temp
New shader for the blur effect, the old one is ineffecient and difficult to maintain.
add interface for speed and playback in animate