Tweaked error logging in TerasologyEngine/Terasology application. Errors occuring before the logger has been initialised will now be reported on the console.
Started work on a new UI system (nui).
Implemented the beginnings of canvas support, with text rendering. Text is now rendered by creating a mesh, which is cached across frames while in use.
Added a new Color class.
Overhauled Rect2i.
Fixes the major remaining volumetric lighting artifact and provides better quality using less samples.
* Adds some more volumetric lighting tweaks.
Implemented subregioning of the canvas with cropping support.
Merge branch 'multiplayer' of git@github.com:MovingBlocks/Terasology.git into multiplayer
Adds screen space / local reflection prototype - works almost perfectly... Has to be integrated correctly in the pipeline though (so it is not applied to transparent particles and so on). This technique allows local reflections on any surface without rendering the scene multiple times. It's limited to objects that are visible in the current frame buffer though.

* Clouds shadows are available starting from the "insane" video setting from now on
* Moves volumetric lighting prototype evaluation/sampling  from the post fragment shader to the pre post fragment shader
* Increases samples for the motion blur effect (also reduces the overall intensity)
Adds new config options so the new rendeirng features can be used by the public, tweaks some of the default parameters and changes some of the elements in the UI Menu Config Video class.

* Adds "back light" by default to all light sources (adds more contrast to block sides which lie on the opposite side of the sun's or any other light source's position)
* Adds new local reflections (screen space reflections) as the new "not so costly" way to add reflections to water surfaces - adjusted the existing reflections button in the settings according to the new features
* Adds new environment effects settings button to the UI Menu Config Video class which replaces the existing "Animate Grass" button (environment effects include animated grass, animated water, volumetric fog and volumetric lighting)
* ... and thus enables volumetric lighting as a feature which can be enabled by setting the environment effects to high - this feature still needs a lot of tweaking until it looks right.
* Tweaks local reflections to fade out in areas that will most likely fail the ray marching because no reflection information is available on the screen
* Limits local reflections to ocean water surfaces for the time being
* Enabled animated grass by default for new users
* Tweaked water reflection and wave simulation settings
Adds that the new volumetric lighting feature is treated like fog and modulates with the global fog density.
Tweaks volumetric lighting and adds a workaround for one of the remaining artifacts.
Move matrix utilities to their own class