Simple pass over the codebase to standardize the platform types.
Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx
Minimal requisite alterations for development head as of 02APR2014 for compilation purposes on VS2013.
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency

Conflicts:
	Engine/source/platform/platformCPUCount.cpp
Rename Status enum for avoid conficts on Linux.
Rename enum GFXTextureProfile::None for avoid conficts on Linux.
removes non-functional shield and invincibility functionality.
Case-sensitive fixes on template script files for Linux.
Changes to GLSL files for OpenGL
Fix ScatterSkyVertex::color declaration.
Add RenderPassData::mSamplerNames for OpenGL code. Not used on DX9.
Update GLSL Shadergen. Not used on DX9.
Add GFXShader::init with support for ordered vector of sampler names for shader.
FIX RenderMeshExample not having a material on mission start even if one was assigned to it in the mission file.
Merge branch 'RenderMeshExampleMatFix' into development for PR #631
Added a better example of using Explosion in a client/server fashion.
Merge pull request #596 from Azaezel/vs2013

VS2013 compatibility patch.
T2D style 'Stock colors'

This commit implements stock colors as they are implemented in T2D.
It allows for using predefined stock colors e.g.:
``` %object.color = "OrangeRed"; ```
Instead of
``` %object.color = "255 69 0"; ```
Fix: preload() method on datablocks should always set errorStr when returning false.

Otherwise it will dump the previous error message (content of the errorStr).
Fix FixedSizeVector() initialization.

mArray[6] was never assigned (ownerless experssion).