rename functions core
Merge branch 'master' into prefixConsistency
matrix
fix specs
add compute to quaternion functions
Update CHANGES.md
typo
Fix typo.
Fix typo.
Fix CHANGES
Merge pull request #1900 from AnalyticalGraphicsInc/prefixConsistency

Function name prefix consistency
Fix comment typo
Prevent geometry flashing when re-batching primitives

When we need to rebatch "static" primitives, for example because an object has gone from solid to translucent or the data sources performed an update; the old primitives would be removed but the new primitives would not show up until they were ready.  This caused it to look like the data was flashing on/off as it was being processed.

This change simply keeps the old primitive around until the new one is ready.  It also needed to tweak `Primitive.show` in order to actually cause geometry to be created when the show was set to false.

Also use `Primitive.ready` where appropriate instead of the private variable.
Merge pull request #1902 from AnalyticalGraphicsInc/flashing-geometry

Prevent geometry flashing when re-batching primitives
Add scene-wide scene3Donly setting

1. Added `scene3DOnly` options to `Viewer`, `CesiumWidget`, and `Scene` constructors.
2. Removed `Primitive.allow3DOnly`
3. Added `FrameState.scene3DOnly` and make `Primitive` use it.
4. Made `Scene.mode` an ES5 property and have it throw when tryring to set a non-3D mode when scene3DOnly is true.
5. Made `DataSourceDisplay` take an options argument instead of individual parameters.
6. Update workaround in `DebugModelMatrixPrimitive` to avoid projected 0,0,0
7. Removed unused argument in StaticOutlineGeometryBatch
Fix typo.
Fix whitespace
Merge pull request #1901 from AnalyticalGraphicsInc/scene3d-only

Scene.scene3DOnly
Merge remote-tracking branch 'origin/master' into refactorSandcastle

Conflicts:
	CHANGES.md
	Specs/Sandcastle/QuadtreePrimitive.html