minor fixes to LSystems and terrain
We now fade vegetation in pretty nicely. Still planning on adding some kind of ease curve to lengthen the span between fully transparent and fully solid.
Yeah. Looking pretty good. We now frustum cull our marching cubes terrain, based only on X and Z position.
Merge branch 'master' of https://github.com/Lemmibl/Engine

Conflicts:
	Engine/MCTerrainClass.cpp
New dirt texture \o/
Improved yellow grass quad texture.
Merge branch 'lemmiwip' of https://github.com/Lemmibl/Engine

Conflicts:
	Engine/Renderer.cpp
	Engine/VegetationQuad.psh
Bigger world/more lagg
added presets for the terrain generation
Very big update...

* Added a shitload of different graphical state toggles.
* Added a point light that follows camera.
* Fixed day/night cycle to not change some states abruptly
* Changed some other thing that I can' t remember
Fixed point light bug when Normal dot LightDirection was 0.0f.
Changed directional light so that it applies light to areas outside the actual light frustum.
Fixed directional light bug where the absolute edges of directional light frustum would always be shadowed.
Added camera point light toggle to '6'.
nine presets for the terrain ...and some shadow bug???
Ändringarna till keon
*Added blinn-phong light relection model to our directional light.

*Added a second way to generate normals from marching cubes terrain, using the 3D array.

*Fixed a potential bug in calculating the vegetation quad normals

*Reworked the way the text system converts from input to text pieces. Yay for the string library!
Merge branch 'lemmiwip' of https://github.com/Lemmibl/Engine

Conflicts:
	Engine/DRCompose.psh
	Engine/DRDirectionalLight.cpp
	Engine/DRDirectionalLight.h
	Engine/Lemmi2DAABB.h
	Engine/MCubesGBufferShader.cpp
	Engine/MCubesGBufferShader.h
	Engine/Renderer.cpp
	Engine/shader-error.txt
Merged laptop and main pc projects.
EVERYTHING! Development has begun again...?