Effects UI - Start adding the control for CCEffectLighting
Effects UI - Add controls for specular color and light groups

This also adds a new type, StringArray, to the publisher for writing light group strings.
OpenProjectInXcode removed, it's just one line of code in there. Inlined it.
Moved the PreviewViewControllerProtocol to the ResourceManager/Preview group. It looked lost.
Moved the SequencerTimelineDrawDelegate to the Sequencer group.
File/Open Path main menu entry added.
It will allow opening the paths project folder, publish folder iOS and publish folder Android in Finder, Terminal, iTerm2 and copy the path to clipboard.
SBOpenPathController class added to populate the new menu item.
Created by interface builder as an IBOutlet injected into the appdelegate.
Terminal and iTerm2 options are disabled if new constant APP_STORE_VERSION is no.
Sandboxed apps cannot execute applescripts without a temporary security exception entitlement.
iTerm2 option only displayed if iTerm2 is installed in local domains Application folder.
Open paths menu populated after packages are loaded.
Packages available in open paths menu.
CCLightNode support

This is the first pass at integrating CCLightNode with SpriteBuilder. There is no UI
for the light note properties yet but the plug-in builds, loads, and light nodes are
created when dropped on the stage.
CCLightNode support

Start adding properties for light node editing. This adds the following:

- Diffuse color and intensity
- Specular color and intensity
- Ambient color and intensity
- Cutoff radius and half radius
- Depth

It looks like light groups and light type are slightly more complicated and
will take a little more work.
CCLightNode - Add light type editing
Effects UI - Adjust the max shininess value from 1 to 100
Light node and effect UI - Rename StringArray property type to TokenArray

And add an inspector for it so it can be used by CCLightNode too.

There is a parallel change in CCBReader but since this is just changing the
property name and not the type ID stored in the CCB files, this change can
be committed without that one and nothing will break.
Merge branch 'develop' into feature/#841_open_folder_menu
Light node UI - First pass at light icons in the stage

They're not in their own layer yet so they scale with other content as the zoom
level is adjusted. Fixing that is up next.
Effects / Lighting UI - Update light node / effect icons
Lighting serialization - Handle the TokenArray property type

I was doing this in the publisher but not the internal reader and writer.
Light node UI - Move light icons into their own layer

Add a CCNode to CocosScene and SceneGraph to act as the parent of all light icon sprites
(this is not the actual CCLightNode that is being edited, just a visual representation of it). This
prevents the light icons from scaling when the zoom is changed similar to the way joints are
drawn.
bump cocos
Fix #947 by updating inspector controller after templates are applied.