set _node to null in createNodeWithSceneFile

_node was being set to null only in constructor, so when we call method createNodeWithSceneFile with path to existing file and then call it again with path to missing file (not calling destroyInstance method), it returns a pointer to previously created node, what may lead to a crash.
CCGLView: Add createWithFullscreen overloaded method that allows passing in Size, to set video mode.
CCGLView: Remove frameZoomFactor param from createWithFullScreen overload.
add destroyInstance for ScriptHandlerMgr
delete _scriptHandlerMgr in destruct will cause stack overflow
issue #4629: add test case for group command
issue #4629: test case add a spriteInGroup instead of sprite, the sprite can not be seen now
closed #4629: fix bug for group command
Add extra CCNode verification
Add a check to the CCNode destructor to catch a common cocos2d-x programming mistake - forgetting to call base class onExit() in derived class onExit() implementations. We can check for this invalid API usage by checking if the node is still marked as running on destruction. If the node still thinks it's running then it's likely the cleanup logic performed by Node::onExit() was not done.
fix autotest touch hang:run test scene constructor in cocos thread
Update the reference of submodule plugin-x
modify ShaderTest.cpp not crah to autotest.
[ci skip], delete ShaderFail sample in ShaderTest.cpp.
closed #4533:fix console upload hang issue
closed #4683: use assert because CCASSERT is not thread safe
closed #4710: [win32] Crash in EventDispatcher if game starts up with mouse moving frequently
issue #4710: Fixed wrong indention.
closed #4711: [win32] Passing empty string to FileUtils::isFileExist may also return true
Merge pull request #6170 from dumganhar/iss4711-fileexist-win32

closed #4711: [win32] Passing empty string to FileUtils::isFileExist may also return true
Merge pull request #6169 from dumganhar/iss4710-eventdispatcher-crash

closed #4710: [win32] Crash in EventDispatcher if game starts up with mouse moving frequently