Merged upstream bugfixes related to cloning game objects in prefabs.
Added an option to render all game objects when viewing the
rigid body cam view state.
#FIX: Prefab.UpdateChanges could throw null reference exceptions if the scene data
becomes corrupted and contains prefab changes for objects that don't exist.
#CHANGE: Extracted hierarchical context menu building from scene and project view.

This is a reasonably frequently required piece of functionality, so it is now
available for plugins to re-use.
Merge branch 'master' of https://github.com/BraveSirAndrew/duality
Tweaks
#CHANGE Updated logging to support highlighting of game object references

Double clicking a log entry in the log view that references a game object will
now highlight that game object in the scene. When calling any of the Write...
methods, the first game object found in the params array, if any, will be used
as the reference.
Tests
#FIX Fixed one of the logging tests that didn't take into account
previous log entries from the same test session.
Tweaks
#ADD The top keyboard number keys can now be used to switch between
the available camera view states when the cam view has focus.
#FIX
RigidBody.QueryRectGlobal now builds the AABB around the world coord, instead
of treating the world coord as the top left position.
Bugfixes
#FIX Vector property editors could throw if the property editor
was given null values.
Bugfixes
#FIX Fixed a bug in prefab link changes that made it impossible to have
multiple changes with the same property name on the same object. For
example, trying to set the ActiveSingle property would remove any existing
changes to ActiveSingle regardless of what component it originally applied
to.
Tweaks
#CHANGE: Compressed textures created with TexImage2D

When initially creating a GL compressed texture, glTexImage2D
should be used instead of glCompressedTexImage2D.
Graphics
#ADD: Added code to enable changing resolution and fullscreen/windowed
mode at runtime.
Merge branch 'master' of https://github.com/BraveSirAndrew/duality
Tweaks
#ADD Fonts can now pre-generate their pixmap data
and save it to disk
Window focus detection
#CHANGE Modified the launcher to tell DualityApp when the window focus
changes. DualityApp raises an event in response, with a flag indicating
whether the window has focus or not.
Performance
#TWEAK: Added some multi-threaded optimizations to Pixmap
to enable faster image processing on load.
#TWEAK: Added a fast byte[] to ColorRgba[] converter for faster
Pixmap loading in the editor.
#TWEAK: Added a fast string to DataType lookup to replace a
slow Enum.TryParse in XmlFormatter.
#TWEAK: Removed the ReadSingleDocument call from
XmlFormatter as it is never used by us and can be slow for very
large files.
#HACK: Modified the ProjectFolderView so that it doesn't attempt
to load Scene files until double clicked. This means we can no
longer set gravity using the object inspector, which we never use
anyway, but in return the editor feels much more responsive when
dealing with large XML scene files.
Tweaks
#CHANGE: Added a flag to Resource called BlockAllInits to block resource initialization
for recursive calls to Load.
Better custom editor support
#CHANGE: Refactored object selection and manipulation inside
cam view state editors to be more flexible for custom editors.
Graphics
#ADD: Can now scale rendering to fit the viewport.

This is important in games where you want to get the benefits of
higher resolutions without stretching the viewport, which would
show more of the game world at higher resolutions. This code
allows games to render to arbitrarily sized viewports/render targets
but have everything scaled to fit a nominal viewport resolution, by
default 1280x720.