fix: when use different count custom properties in CocosBuilder will get wrong custom properties in game
upload componentFactory.
update ComponentFactory
Update code format.
#issue ComponentFactory
                 1.  fixes particleComponent error position.
                 2.  fixes ArmatureComponent  can't play action.
issue ComponentFactory
                                1.   remove unused  #include "cocos-ext.h"
Merge branch 'master' into ComponentFactory

Conflicts:
	extensions/CocoStudio/Components/CCComAttribute.cpp
	extensions/CocoStudio/Components/CCComAttribute.h
	extensions/CocoStudio/Reader/SceneReader.cpp
	samples/Cpp/TestCpp/Classes/ExtensionsTest/CocoStudioSceneTest/SceneEditorTest.cpp
fixed componentFactory
			1. add CCComAttribute to ComponentFactory.
Merge branch 'master' into ComponentFactory
Merge branch 'master' into ComponentFactory
fixed #3581
               1.  register CCComAttribute,  CCComAudio and CCComController to ObjectFactory.
               2.  add CCComBase.h to cocos-ext.h,  It is the easier way to implement custom component by Developers.
fixed #3481
		1. Simplify component registration.
fixed #3581
		1.  add CCComBase.h  to  all samples and template on all platforms.
                 2.  fixed build error.
Fixes the font rendering on Windows

When font was rendered the black pixels used to appear on around the
letters. This patch fixes this issue
fixed #3581
		1.  add CCComBase.h to WinRT and Win8 libExtensions.
fixed #3581
		1.   Replace
                            std::string load_str(pBytes, size)
                       to
                           CCData *data = new CCData(pBytes, size);
           		  std::string load_str = std::string((const char *)data->getBytes(), data->getSize() );
		          CC_SAFE_DELETE(data);
fixed #3482
		1.  fixes memory leak.
Merge branch 'master' into #3581
fixed #3582
		1. change file mode  100755 to 100644.
Merge pull request #4885 from seagullua/Win32-Font-Rendering

Fixes the font rendering on Windows