First pass of CCEFffect framework.
Round calculated label sizes up to prevent strings with certain fonts from not rendering
Spring joints can have enable able restLength.
Joints have the option to scale and are done so when deserialized from CCB’s. Private API’s otherwise.
fixed small typo in comment in default cocos2d template
Support uninitialized joint scales.
add missing header.
Update OALTools.m

fullPathForFilename does not accept absolute paths, thus is not allowed to pass an absolute path to playBg:loop: (and others).
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
updated addChild:z:name:

replaced erroneous `tag:` parameter with `name:`
updated addChild:z:name:

replaced erroneous `tag:` parameter with `name:`
Fixes
[CCNode schedule:interval:] should not immediately invoke the method.
Check for CCBAnimationManager type in cleanup
Comment Fix
Don't invert near / far planes. Fixes #723
Redraw render texture before drawing the child sprite.
CCTextField set textfield visibility and enabled

show/hide the UITextField if it's responsible node or a related ancestor is visible/invisible

set the textfield usability along with the enabled property
Minor fixes based on cr feedback
Fixed a few bugs with composite effects and auto draw logic for CCEffectNode and fixed composite effectnode test
Merge branch 'develop' of https://github.com/billhollings/cocos2d-iphone into develop