calculates the transform matrix for lights considering vectors like pre- and postrotation

In the previous implementation vectors like pre- and postrotation were ignored in the calculation of the transform-matrix. The function EvaluateLocalTransform() returns a transform matrix considering those vectors

Conflicts:
	gameplay-encoder/src/FBXSceneEncoder.cpp
Remove Visual Studio files
Added CMake compatibility with Windows/MSVC
Merge pull request #938 from Kernald/cmake-windows

CMake support for Windows/MSVC
Fixes parent relationship for cloned pass and techniques

traversing the render states produced unintended results as the parent relationship of the original object was followed.
Merge pull request #941 from WolfgangD/master

Fixes parent relationship for cloned passes and techniques
Merge pull request #921 from ChrisWiki/master

Calculates TransformMatrix for lights considering pre- and postrotation among others
Merge pull request #2 from blackberry/master

Catching up with GamePlay3D