don't have to set _orderOfArrival to 0 after visit
move node from one parent to another fix
Merge pull request #6996 from newnon/v3_setparent_fix

move node from one parent to another fix
[ci skip]
Merge pull request #6920 from minggo/orrderOfArrival

don't have to set _orderOfArrival to 0 after visit
Fixed #5533: Add SpriteFrame's constructor and make constructor & init functions protected
Fix the crash of cocostudio ui lua test cases and add some deprecated functions of  Widget
Merge branch 'v3' of https://github.com/cocos2d/cocos2d-x into v3_lua_ui_fix
Merge pull request #7023 from samuele3hu/v3_lua_ui_fix

Fix the crash of cocostudio ui lua test cases and add some deprecated functions of Widget
Fixed #5533: Make SpriteFrame's constructor and init functions public temporarily to avoid issues
Fixed #5533: Fix usage of new SpriteFrame in engine
Merge pull request #7024 from pandamicro/SpriteFrame_Ctor

Issue #5533: Add SpriteFrame's constructor
[ci skip]
[ccconsole]Add version command.
Update `LuaStack::executeScriptFile` to support template project loading lua or luac files
Merge branch 'v3' of https://github.com/cocos2d/cocos2d-x into v3_lua_ui_fix
Add a log
#5506 bug fix
when Director->convertToUI() called, returned wrong value.

kazmath code (under 3.0 version.)
//********************************************************
kmVec3* kmVec3TransformCoord(kmVec3* pOut, const kmVec3* pV, const kmMat4* pM)
{
 /*
        a = (Vx, Vy, Vz, 1)
        b = (a×M)T
        Out = 1 ⁄ bw(bx, by, bz)
 */

    kmVec4 v;
    kmVec4 inV;
    kmVec4Fill(&inV, pV->x, pV->y, pV->z, 1.0);

    kmVec4Transform(&v, &inV,pM);

 pOut->x = v.x / v.w;
 pOut->y = v.y / v.w;
 pOut->z = v.z / v.w;

 return pOut;
}
//********************************************************

Mat4.h & MathUtil version (3.1 or later)
//********************************************************
inline void MathUtil::transformVec4(const float* m, const float* v, float* dst)
{
    // Handle case where v == dst.
    float x = v[0] * m[0] + v[1] * m[4] + v[2] * m[8] + v[3] * m[12];
    float y = v[0] * m[1] + v[1] * m[5] + v[2] * m[9] + v[3] * m[13];
    float z = v[0] * m[2] + v[1] * m[6] + v[2] * m[10] + v[3] * m[14];
    float w = v[0] * m[3] + v[1] * m[7] + v[2] * m[11] + v[3] * m[15];

    dst[0] = x;
    dst[1] = y;
    dst[2] = z;
    dst[3] = w;
}

//****************************************************

Transforms 3-D vector or an array of 3-D vectors using a given matrix, projecting the result back into w = 1.
but, it is not apply w = 1.
GLProgram should not abort() if shader compilation fails, returning false will allow app to show custom error message to user (or use other simple shaders if a complicated shader fails to compile on some device).
Update values of KeyCode used in the Lua to fix related error