Bugfix: result in onTouchBegan ignored (follow events are fired)
- Also add properties from tile to named objects
- New method: registerTypeForName with parameter gId (will internally also managed as string). This doesn't require to give each object a seperate name in TiledEd. Just work with the tile id.
Dont destroy body on cleanUp. In cleanUp we want to clean up things that belong to the scene (for example stop/clear all actions etc). We don't want to destroy objects. This is moved in destructor.
Bugfix:
This is dirty at the moment, but until now I hadn't found a better solution.

The problem was that when I leave a scene cocos cleans up all childs of this scene. For example the Box2dContainer. This will destroy the attached b2World which will destroy all b2Bodies. Later when the sprites with the bodies attached are destroyed again the app crashes. We cannot use the reference counter/cocos autorelease pool because box2d has it's own memory managment. We cannot use smart pointers because it will not work together well neither. My solution for now is to remove all children from the Box2dContainer when it is removed from the scene (yes, this can cause ugly side effects). I assume that all physic sprites are childs of the box2dcontainer.

We really need a better solution for this.
vertexZ parameter added (optional)
Bugfix (cocos2d 3.x): Default/Whiteshaders fixed. FullWhiteShader added.
Update: use cocos2d-x default vertex shader