Simple pass over the codebase to standardize the platform types.
Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx
Minimal requisite alterations for development head as of 02APR2014 for compilation purposes on VS2013.
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency

Conflicts:
	Engine/source/platform/platformCPUCount.cpp
Rename Status enum for avoid conficts on Linux.
Rename enum GFXTextureProfile::None for avoid conficts on Linux.
removes non-functional shield and invincibility functionality.
Case-sensitive fixes on template script files for Linux.
Changes to GLSL files for OpenGL
Removed unnecessary parameter in a simObject getter method
Fixed the assert crash by making sure the glow material instance keeps the original material instance's user object
Fix ScatterSkyVertex::color declaration.
Add RenderPassData::mSamplerNames for OpenGL code. Not used on DX9.
Update GLSL Shadergen. Not used on DX9.
Add GFXShader::init with support for ordered vector of sampler names for shader.
Merge pull request #614 from lukaspj/UnnecessaryParamter

Removed unnecessary parameter in a simObject getter method
Merge pull request #615 from Areloch/Issue_437

Fixed the crash when using glow material on billboard groundcover
Add SlotSignal for handle automatic disconnect on Signal or SignalSlot destruction.

Example:

```
Win32WindowManager::Win32WindowManager()
{
   // Register in the process list.
   mOnProcessSignalSlot.setDelegate( this, &Win32WindowManager::_process );
   Process::notify( mOnProcessSignalSlot, PROCESS_INPUT_ORDER );

   // When Signal it's destroyed, all slots are disconected.
   // When a SignalSlot it's destroyed, it's disconected from Signal.
}

```
Fix crash on exit T3D when build with CMake.

Process::_signalProcess is destroyed first, and then Win32WindowManager::~Win32WindowManager() try to remove from deleted Signal causing a crash.

SlotSignal handle this automatically.
FIX RenderMeshExample not having a material on mission start even if one was assigned to it in the mission file.