Fix property reseting

Visibility reset
Revert "Removing NPOT checks since it’s required by GLES2 and has been universally supported by Macs since at least 2007."

This reverts commit 1bd2e1136b4526518099fdde95f9b5d4bf3e553d.
Merge branch 'v3.1' of https://github.com/cocos2d/cocos2d-iphone into v3.1
Fix instant ease for non instant actions
CCEffectReflection - Texture coordinate calculation experiments

Instead of using gl_FragCoord and doing a per-pixel mat4 multiply to get environment space
texture coordinates, use a slightly different matrix in the vertex shader and a varying value to
pass the resulting coordinates to the fragment shader.
CCEffectReflection - Some transform debugging code
Moving some ARC hotspots to a no-arc file.
Conflicts:
	cocos2d/CCSprite.m
More objc_msgSend() and ARC hotspots.
Faster vertex buffer management.
Fix for a ARC warning.
Moving CCRenderer methods into CCNoARC.m
Merge pull request #888 from cocojoe/v3.1

Improve animation property resetting, additional fixes
Merge branch 'develop' into thayer/effectScreenSpaceCoordsAreOut
CCEffectStack - Match convenience constructor flavors to those in CCActionSequence

There is now an NSArray* version and a nil-terminated list version. This also introduces a
convenience va_list initializer but that's internal only.
Merge branch 'develop' into thayer/effectScreenSpaceCoordsAreOut
Simplify buffer resizing. Derp. (thanks dskiba)
Conflicts:
	cocos2d/CCRenderer_private.h
CCEffectBloom - Fix intensity math

The intensity value needs to multiply all instances of the source term in the screen
blending equation. Otherwise, even when intensity is zero, the source term is still
contributing to the final result which is not what we want.
Fixing a warning.
CCEffectBloom - Fix threshold math

When applying the luminance threshold, don't check the luminance of the blurred result pixel and instead
check the luminance of the inputs to the blur operation. If the luminance of an input falls below the
threshold just use black as the input instead. Because the threshold happens before the blur, the
boundaries of the thresholded areas are still nicely blurred. Doing the threshold after the blur results
in hard boundaries that don't achieve the effect we want.

Note that the addition of the luminance calculation and the step() function does have a negative
performance impact. We're going with this implementation for now but this is an argument for
supporting multiple shaders / implementations per-effect. With multiple implementations, we could
select one that does not pay the performance penalty for the threshold check if it's not needed.
CCEffectsTest - Add effects with varying luminance thresholds to the bloom test