Initial support of rake scaffolding task on Windows platform.
The task requires privilege to create symlink via mklink command.
Adds consistent mapping between event received touch id and UI internal touch id, to ensure that first touch id always acts as mouse left.
Avoid hardcoding the D3D9 library dependencies.
This change should actually be part of this commit 971fa90c1091668e1daca2c9d77f21596b338a5f.
Updated the UI Drag sample descriptions.
Initial implementation of two extra mouse modes:
- MM_RELATIVE: sets mouse invisible, continues to work with UI if ui cursor is invisible to allow for continuous motion.
- MM_WRAP: wraps OS cursor around the window to allow for continuous motion.
Enhance Urho3D.pc file generation to support MSVC and MinGW better.
Simplify the pkg-config invocation example for MinGW cross-compiler since the Urho3D library name is already corrected. No need to sed anymore.
Update Android toolchain from https://github.com/taka-no-me/android-cmake to support NDK r10c.
Allow to not serialize ParticleEmitter particles to reduce scene file size. Closes #522.
Travis CI: API documentation update at 2014-11-12 17:07:51 UTC.
[ci package]
Allow to set Skeleton's root bone index programmatically.
Fix valgrind warning about mismatched new/delete

Mostly a hygienic fix.
Fix uninitialized read of Texture::_format

Discovered by valgrind.
Call sequence leading to the problem:
Urho3D::FontFace::LoadFaceTexture calls CreateFaceTexture() and right afterwards SetData()
SetData will call IsCompressed() at line 316, thus reading potentially garbage data.
For a minor performance improvement, do not mark AnimatedModel skinning dirty if it does not contain bones.
Merge remote-tracking branch 'remotes/nemerle/valgrind_fixes'
Added contributor credit.
Fixed UI bug where positioning a window to the left partially outside the screen would cause GetElementAt() to stop working on the window's layouted child elements.
Travis CI: API documentation update at 2014-11-13 19:09:31 UTC.
[ci package]
Fix possibility of degenerate OcclusionBuffer triangle edges causing a floating point division by zero. Thanks to nemerle for noticing this.
Moved the SDL touch ID -> Urho touch ID logic from UI to Input, so that querying Input/TouchState should give you a touch index that will always be consistent (between TouchDown and TouchUp events) and start from 1.
Added KDevelop and GCC PCH files to the .gitignore file.