On Android, try load files from the file system before the asset manager
Add Android asset manager equivalents to FileSystem resourcePath
Removes mesh, lua and particles samples
Merge branch 'next' of https://github.com/gameplay3d/GamePlay into next
Update .gitignore
Moved sample-particles to sample-browser as ParticlesSample.cpp/,h
More changes from ParticleEmitter::TextureBlending to ParticleEmitter::BlendMode
Fixes macosx over sensitive scrolling
Fixes incorrect memory deallocation in effect
Merge pull request #1609 from glassechidna/android-filesystem

Fix Android platform filesystem usage inconsistencies
Update terrain.frag

just change it... it wont break ANYTHING
Merge pull request #1611 from xthydra/patch-1

Update terrain.frag
Added encoder project local file to .gitignore
Set Vertex hasWeights when loadBlendData is called

Mesh class assumes all vertices have the same size. On the other hand,
FBX format ignores blend weights and indices when they're zero. This
causes less data written to the output stream than it was indicated
beforehand and the resulting GPB bundle is corrupt.

Fixes #1613
Merge pull request #1615 from rgngl/encoderWeightFix

Encoder blend weight fix
Merge pull request #6 from gameplay3d/next

Merge from the main respository