Added 3DSMax skin and morph export.
updated transform controls
Add missing update calls.
Merge branch 'dev' of https://github.com/arodic/three.js into dev
Make EffectComposer plugins use their own camera/scene/quad

This fixes # 2951.
Updated examples/webgl_multiple_views.html with retina support
Simplified ubiquity test example.
More clean up to ubiquity test example. Also added ubiquity test2 for uvScale/uvOffset.
Moving texture.needsUpdate to events.
This approach solves the problem of parallel renderers overwriting needsUpdate.
Fix spelling error.
CanvasRenderer: Tweaks to handling of textures with missing image.
Fixed canvas examples with wrong order of calls.
Maybe the renderer should keep a list of things to update for the next render…?
Fixed CanvasRenderer texture.offset/texture.scale.
CanvasRenderer: Removed det = 0 case for now.
Sprite: material.uvOffset/uvScale to material.map.offset/repeat.
Sadly I don’t know how how to maintain backwards compatibility in a nice way. Nor show a deprecated message :/
Trying to get CanvasRenderer to match WebGLRenderer Sprite’s offset/repeat handling.
Failing though… help @WestLangley?
Importing @jbouny Ocean/Water example which is based on the Mirror Shader (see #3856)
Update Loader.js texture double slash fix

previous was :
var fullPath = texturePath + "/" + sourceFile;
but texturePath may already have a slash (see extractUrlBase function)

changed slash to texturePath.slice(-1) === '/' : '' : '/'
Typo fix for previous commit
unifying shader names.