Perform all plane transforms through Matrix4 multiply to ensure correctness.
Only find the DirectX SDK when compiling with Visual Studio, as the headers are incompatible with MinGW. Fixed export statements for MinGW. Closes #142.
Rewrote viewport resolve / pingpong logic in View. Optimizes away unnecessary framebuffer copies and fixes #138.
Safety check to skip renderpath commands with no output names, could cause out-of-bounds indexing.
Set currentRenderTarget for safety in case the renderpath has no commands.
Fixed pass name in the sky plane technique.
Rename var name from <package>_INCLUDE_DIR to <package>_INCLUDE_DIRS.

See http://urho3d.prophpbb.com/topic9.html.
Further fixes and optimizations to View render target pingpong handling. Update Material memory use when modified programmatically.
If window is not resizable, do not maximize it at the default resolution (1024x768) to keep the border intact.
On OpenGL ES 2.0, create depth renderbuffers in explicit GL_DEPTH_COMPONENT16 format, as GL_DEPTH_COMPONENT is unsupported on some devices. Possibly a fix for #140.
For better performance, avoid backbuffer resolve to texture on OpenGL ES 2.0 and instead prefer to render into a texture if the viewport contents need to be read.
Added note of clip plane being unsupported on OpenGL ES 2.0.
Fixed uninitialized default value of Camera's clip plane.
Only add D3D include directories for MSVC. Fixes #143.
Update InputAPI.cpp

Expose TouchState lastPosition to script
Minor Math library cleanup. Inline short Ray functions.
Optimized drawing of color-modified UI quads. UIBatch has new function SetColor() which can be used before drawing with modified color, and which performs the uint-conversion only once. This overrides the element's gradient if any.
Added missing icon for ToolTip element.
Check if GLES2 device supports 24-bit depth texture, or 24/8-bit depth+stencil through extensions.
UI drawing code cleanup.
Hack fix for render-to-texture failing on iOS.