Formatted FactorySystem

now in namespace; Sigma::FactorySystem
added comments
Added textures to shaders and UV are buffered

In GLMesh UV coords are now buffered into GL and the texture ID is
passed to the shader.

Currently the material is hardcoded as this needs to be changed to use
texture groups.
Fixed texture groups

Now texture group are stored in an index that is used to change texture
during render.

Cleaned up some dead code that used to have the material groupings.
Added a means to get the IGLView from the ViewMover
New component AABBCollider
Merge remote-tracking branch 'upstream/develop' into formatting
Fixed icosphere shaders
Merge remote-tracking branch 'upstream/develop' into formatting
formatted IGLComponent.h

mostly just new comments. it is an interface, after all.
Added rotation properties for GLMesh

GLMesh can now be rotated from the sc file using rx,ry,and rz.
Moved camera start height higher
global replace of \returns to \return
GLMesh changes

minor changes for formatting and comments, GLMesh is now in Sigma namespace, etc.
most significant change has to do with shaders. Instead of a reference to the static GLIsoSphere shader, each
GLMesh may reference a different shader using mesh.LoadShader(name).
Merge remote-tracking branch 'upstream/develop' into formatting

Conflicts:
	src/systems/OpenGLSystem.cpp
refactored GLIcoSphere

properly uses inherited properties from GLMesh. Refine() is refactored to be much easier to read.
None of the functionality of this class has changed.
simplified GLIcoSphere's vertex normal computation

it's a sphere - no need to mess with adjacent faces. all normals are in the
same direction as the vertex itself!
assets folder re-included
Formatting for GLCubeSphere

Biggest change is that GLCubeSphere is now a subclass of GLMesh.
Other than that, there is a lot of commenting, formatting, and
consistency-making.

known bug(?) using assets/mars as the cubesphere texture shows up
as a big purple planet.