First pass of CCEFffect framework.
Incorrect block type in CCPhysicsNode.
Round calculated label sizes up to prevent strings with certain fonts from not rendering
Sort of basically working tilemaps. (at least minimally (don't use isometric!))
Better batching.
Adding more ortho tilemap tests.
Iterate only visible tiles.
More tilemap features/fixes.
Tilemap opacity fix.
Add CCPhysics+ObjectiveChipmunk.h to the appledocs blacklist.
Merge branch 'v3.0' of github:cocos2d/cocos2d-iphone into v3.0
Flipping finally works.
Fixes for flipping.
Cleanup.
Merging in new tilemap tests
fixed small typo in comment in default cocos2d template
Update OALTools.m

fullPathForFilename does not accept absolute paths, thus is not allowed to pass an absolute path to playBg:loop: (and others).
Isometric tilemap test. Environment variable to jump into a specific test.
Merge branch 'v3.0' into tilemaps

Conflicts:
	cocos2d-ui-tests/tests/TilemapTest.m
Refactored CCEffectNode and CCEffects so that they can support multiple render passes.
Added a glow/bloom effect.

TODO: add multi pass guassian blur to CCEffectGlow instead of doing it in place (way to slow)
TODO: add a way for sprites to extract a cceffectnode texture and update them selfs without the need to rendering everything to a cceffectnode
TODO: refactor CCEffectRenderPass (see comments left in code)
TODO: make sure CCEffectNode render correctly when auto drawing
TODO: add a dirty flag/use the renderer caching logic to avoid extra calls to cceffect node.
TODO: make sure all other basic effects still work as expected with the new refactor of CCEffectNode