Merge branch 'develop' into blockShapeDev

Conflicts:
	src/org/terasology/rendering/primitives/ChunkTessellator.java
Cleans up architecture and reduces "darkness" below water.
Fixed broken link in README file
Merge pull request #101 from nitrix/patch-1

Fixed broken link in README file
- Thanks for the catch, Nitrix!
Fixes #60 (again) without disabling sound this time. Turns out it wasn't a hard fix after all, although it still needs more work (see #102)

Audio loading lag still exists, but only happens once - and it seems inconsistent whether it happens before or after "fast forwarding world" finishes (depends on when a GelCube spawns and triggers audio for the first time?)

In other news "quietgels" is suddenly a bad branch name since they're now squishy again
Update quietgels with latest from MB develop
Merge in stuff from Immortius, solve tiny conflict in Terasology.iml (that won't stop coming back, but oh well)
Blargh, so close to having the applet write to the user's temp dir instead of wherever it feels like (desktop, system32...), but there's an outstanding issue that blips away too fast in the Java Console for me to make out the error.

LocalWorldProvider solo manages to run in the temp dir if BlockManifestor is not modified, but after it is something in there makes the applet go poof - even after "fixing" the filenames (which results in valid temp dir paths - checked via output and can even save stuff to it)
Started adding shape support into the game proper:
 - Shapes no loaded into blocks. Texture coords are mapped, but rotations are not handled yet
 - ChunkTessellator uses shapes to render some blocks. Doesn't properly handle indices
   yet, so not safe for shapes other than cube quite yet.
Note: Lowered blocks not working correctly now, need lowered cube shape.
Fixed applet! Again :-)

Tidied up some assorted pathing / logging / Git / IntelliJ quirks
Merge the applet fixing quietgels (that became noisy again) branch back into develop

Conflicts:
	src/org/terasology/logic/entities/MovableEntity.java - just a non-conflicting "sticky diff" on two sequential changed lines
	Also a test class broke since WorldProvider became IWorldProvider and the project SDK has gone back to 1.6 for now
- Added center mesh part rendering support
 - Fixed some incorrect and missing checks in shape loading
 - Added billboard, lowered cube and trimmed lower cube shapes
 - Rolled billboard chunk tessallation code into shape based generation code.
 - Still need to do indices and liquids
Indices from BlockMeshParts are now used in chunck generation rather than assuming only quads
- Added CommandHelper to hold simple commands for groovy console
 - Added giveBlock(id, quantity) command to give blocks to the player
 - Simplified chunk tessallator to work by iterating across sides enum
- Added cactus shape
 - Fixed up use of shapes for liquids
 - Removed disableTessellation from block, as it is handled via the center mesh part
Cleanup:
 - Removed Cactus block form, no longer needed
 - Separated Render_Type from Render_Phase
 - Promoted Block.Side to its own file
Merge branch 'blockShapeDev' into develop
- Shapes now used to in the display of block icons and held blocks
 - Alpha testing now enabled when rendering translucent held blocks
Tiny bit of cleanup
Optimizes the integration of shaders and adds some minor changes and new features.

- Duplicate shader code is now placed in a separate GLSL file and included in each shader program during loading time
- Adds new ShaderParameters class which simplifies setting shader parameters
- Blocks are now affected by torchlight
- Gel. cubes are now affected by torchlight
- Adds vignette post processing effect which become more intense while dimming
- Screen becomes now blurry when swimming
- Gel. cubes now vary more in size
- Optimizes the AI of Gel. cubes to be a bit more fun and less jumpy
- And some more stuff I forgot to mention. ;)