Fix virtual functions in Linux PolycodePlayer
Merge pull request #521 from fooflare/master

Fix virtual functions in Linux PolycodePlayer
Added a demo platformer to the Lua examples
Merge branch 'master' of https://github.com/ivansafrin/Polycode
Added a SceneCurve class to render/place BezierCurves in the Scene, added bezier curve editing and SceneCurve save/load to IDE entity editor, added a message box popup to the IDE, fixed bounding box calculations in camera and light preview gizmos in the entity editor, fixed bounding box calculation in the entity editor grid
colorAffectsChildren=false now prevents all parent color from affecting child entities, fixed bezier curve not deselecting properly when selecting another bezier curve in the entity editor
Fixed bezier curve point selection not working properly with the distance-based multi-select system in the entity editor
Added a shortcut to return world position along the curve to SceneCurve, added SceneCurve doxygen documentation
Bezier points now have a selection preference over other entities in entity editor
Added a fix for fixed timestep on Windows
Fixed euler angles not being set in Enity::lookAt
Physics event will now send collision entities as well as physics entities
Added HDR image loading support (still expiremental), fixed image type not being respected in texture creation
Re-enabled scaling in skeletal animation, removed debug printfs from Image
Drastically sped up skeletal animation, optimized render array creation, replaced getVertex/getActualVertex with getVertex/getIndexedVertex to avoid conditionals in vertex access
Fixed mesh hit detection broken by previous commit
Fixed weighted scaling tracks in skeletal animation, fixed crash in the IDE when a clipboard data provider is destroyed
Meshes now use direct arrays for vertex information storage making rendering faster and meshes take up less space, removed Vertex class, update codebase to work with new changes, removed old GLES1 files
Optimized mesh skinning further, added support for GPU skinning
Added GPU skinning vertex shader to default pak