Converted all primitives to use indexed vertices, rewrote normal and tangent genration to be much faster (will not generate smooth normals/tangents for unconnected non-indexed faces anymore)
Added a camera fov frustum visualizer to the 3d editor
Cameras now have an ortho sizing mode (manual, lock height, lock width and viewport), added camera preview window to IDE entity editor, camera visualizer in entity editor now correctly shows ortho mode dimensions, added camera ortho size controls to camera prop sheet, made camera prop sheet hide unnecessary parameters, editor prop sheets will now automatically set their vertical size
Fixed spotlight calculation in default shaders, added all default shaders as default materials, added spotlight visualizer to the entity editor, fixed some light prop sheet values
fixes for windows, some things like getopt where missing (added them to CMakeLists.txt, found via codeproject: http://www.codeproject.com/Articles/157001/Full-getopt-Port-for-Unicode-and-Multibyte-Microso) and an "Entity" inside PolyPhysicsSceneEntity was ambigous.
Also, some windows headers are defining far & near, so they had to be undefined by the create_lua_library.py script.
Added an inline "round" function in polyglobals for _WINDOWS and changed some usings of "M_PI" to "PI", as they also could not be found by the compiler (even, if math was included).
fixes for windows, some things like getopt where missing (added them …
…to CMakeLists.txt, found via codeproject: http://www.codeproject.com/Articles/157001/Full-getopt-Port-for-Unicode-and-Multibyte-Microso) and an "Entity" inside PolyPhysicsSceneEntity was ambigous.

Also, some windows headers are defining far & near, so they had to be undefined by the create_lua_library.py script.
Added an inline "round" function in polyglobals for _WINDOWS and changed some usings of "M_PI" to "PI", as they also could not be found by the compiler (even, if math was included).
Some more windows fixes and a debug assertion in PolyUITextInput.cpp (only multiline text inputs)
found some more assertations..
added a missing underscore
Fixed some property sheets, entity selection will now cycle through entities under cursor on repeated clicks
Scene::addLight() will no longer add the light as a child to the root entity, single point entities are now selected via their icon to assure constant hit area
Fixed icon and transform gizmo scaling in 2d mode in entity editor, fixed icon and transform gizmo scaling jerkiness
Fixed options being reversed in torus mesh, fixed hit areas on the rotate gizmo
Fixed adjusted matrix calculation, added local and global coordinate transform modes to the transform gizmo in entity editor
Added menu to select median or individual entity position transform center, implemented median point for rotation transforms in entity editor
Implemented median center point for scaling gizmo, fixed missing non-retina icon
Added transform shortcuts (blender style) to the entity editor, fixed rotation with transform gizmo
Implemented saving and loading of most of the entity editor entity types, cleaned up some old shader code
Fixed transform gizmo getting stuck in view move mode, saving and loading for SceneSounds, Cameras, empty Entities and SceneLabels in entity editor
Saving and loading particle systems in entity editor, tweaked particle shader to take into account vertex color alpha