Adds support for dynamic chunk shadows via shadow maps and adds the new "Uber" graphics quality setting in that regard ("Uber" enables the water simulation plus shadows, light shafts are available with "Insane").

* Fixes torches in combination with meshes
* Adds new orthographic camera for the shadow rendering
* Tweaks non-ocean water
* Renames Shader class to MaterialShader
* Removes strange camera modes from the material shader
* Adds (currently deactivated) shadow support to the mesh and dropped item renderer
* Tweaks various other rendering related things
* Disables alpha blending of chunk elements until further notice
Adds missing interface implementation.
Adds missing interface implementation.
Fixes shader warning and extends ShaderProgram error behavior.
Removes billboards from world reflection.
Fixes invalid call to glDeleteShader().
Brightens water and adds a slightly blueish tint to it.
Adjusts sizes of items rendered in the first person view since they were blocking a much too wide area of the player's view.
Fixes that the current graphics setting was not stored correctly and that the block scale was not reset correctly if a miniature chunk got placed.
Extends and cleans up Terasology's runtime debugging and debug rendering capabilities and adds a new debug shader for displaying various rendering stages. Also...

* Renames PostProcessingRenderer to DefaultRenderingProcess
* Moves block hint defines from the shader as an enum to the Application code base where they get "dynamically" added as defines during shader compile time
* Moves "wireframe" setting from the WorldRenderer to the SystemConfig class
* Adds that F8 can be used to toggle the AABB rendering of chunks (debug mode only)
* Adds the possibility to hide the first person view via a SystemConfig setting
* Adds that the H key also hides the first person view (debug mode only)
Adjusts light/shadow frustum/camera setup.
Fixes that player related sounds stopped working completely from time to time and adjusts character sound volumes.
Adjusts OpenAL sound roll off factor so sounds fade out faster over distance.
Improves shadow rendering and changes the overall depth of field approach.

* Adds that the focus point for the depth of field effect is adjusted according to the players block camera target (with a range of 500 possible blocks/units
* Fixes incorrect depth range for the DOF effect
* Reduces shadow map size
* Disables linear sampling for the depth buffer (when did I enable this??)
* Adjusts shadow map x,y,z range to allow much more (blocky) detail
* Fixes absurdly wrong shadow/light camera position
Fixes and tweaks various rendering related things.
Adds some minor rendering related fixes and tweaks.
Moves sky textures from Skysphere class to ShaderParametersSkysphere.
Fixes that the GUI animation FBOs didn't have an attached depth buffer (which caused blocks/block icons to be rendered incorrectly) and plopping at some points in the GUI. Maybe opacity animations can be implemented without using FBOs at all?
Introducing Holdings! Which so far only attempts to associate Spawnables with a Holding and then do stuff based on how many are attached to said holding.
- For each 10 normal GelCubes that come out of a single normal Portal (natural cap is 16 GelCubes) they'll nominate a queen who is also a Spawner :D
 - All Spawnables have a parent Spawner set (later can use to correctly cap mobs based on their exact origin Spawner)
- Temporarily comments out world spawning (easier to deal with counts purely from portals)
- Plenty of minor hacks/bugs still to fix
Introduced modified attribute (color) for queens, to enable better tracking of them.