First optimizations in float4x4: invert() - and ReSharpered everything
UpdateCurrentShader war really slow...

There were 52 "GetShaderParam" for every object and frame.
Fixed WebBuild

Accidentally removed a function because it's only important for the
webbuild.
Fetched changes from develop/SceneManagement
UpdateCurrentShader() is necessary...

...after UpdateShaderParams();
Fixed Simple in C# and web
New submodule with important bugfix
Merge branch 'develop' into feat_tee_performance

Conflicts:
	src/Engine/Core/RenderContext.cs
Merge branch 'soontobe-0.5-master' into feat_tee_performance

Conflicts:
	src/Engine/Core/RenderContext.cs
Cleaned up our main folder
Implemented a machine epsilon for float and double and used it in comparisons in float3.cs
ReSharpered float3.cs
Improved float4x4 operations

Matrix inversion and matrix multiplication are faster if the matrix
represents an affine transformation. We should check where we can
replace any Invert and any Mult by InvertAffine and MultAffine.
Improved CubeAndTiles

Using dirty flags, shader optimizations, fewer multiplications, etc.
Backface Culling

Stop rendering stuff non-visible stuff.
Improved CubeAndTiles (pt 2)

Moved texture setting to Level.cs as it's the same texture for all
fields, moved matrix multiplication modelview * projection into the
shader (GPU is faster in this case)
Inversion was wrong. Fixed.

Accidently mixed columns with rows