Updated android SDK referenceis to android-10
Updated build target to android-18
Allow Cocos2dxActivity subclasses to subclass the renderer, so they can execute java code as part of the main rendering loop (onDrawFrame()).
Refactored ScriptingCore singleton.

The singleton pattern did not allow for deletion
of the singleton.
Updated android SDK referenceis to android-10
Updated build target to android-18
Allow Cocos2dxActivity subclasses to subclass the renderer, so they can execute java code as part of the main rendering loop (onDrawFrame()).
Refactored ScriptingCore singleton.

The singleton pattern did not allow for deletion
of the singleton.
Refactored ScriptingCore singleton.

The singleton pattern did not allow for deletion
of the singleton.
Updated android sdk.
Fixed static initializer.
Merge branch 'lumos_master' of github.com:lumoslabs/cocos2d-x into lumos_master

Conflicts:
	plugin
	scripting/javascript/bindings/ScriptingCore.cpp
	scripting/javascript/bindings/ScriptingCore.h
Fix shutdown bug in cocos2d.
Added ios projects to build cc2d-x libs.

* Renamed EAGLView to cc2dEAGLView to avoid namespace conflict.
sets cc2dEAGLView "singleton" pointer to nil when instance dealloced, to allow for tearing down GL context between launches of cocos games
Removed call to terminateProcess from CCEGLView()

Only on android, a call to CCEGLView::end() would call terminateProcess. This would kill our entire app. Geez.
Ignore .jsc file load errors.
When you're trying to add a node and you can't since it already has a parent, print its description within the error.
merge