franky makes the unittest to be kinevox tests
franky adds a tool to pull all repos
franky adds rpossibility to set an int uniform on a shader
franky makes the material read and use the vertex and pixel shaders
franky adds some uniform setter to the gpuprogram class and makes a proper data copy of the filename for the shader constructor since this flename is often read in memory on the stack and might no longer exist whenever the commands get processed on the render thread
we don't need to disable the vertex attrib
set default to version 400 for now
we need to encode the texture count for now
sprite shader that actually works
franky organizes the sprite class to work with gclapplication and to pass the right values to the shader
franky adds an accessor to the table iterator so that we can obtain the name of the table
franky adds a path for the archetype resources
franky fixes dependency checking for archetype resources
franky makes the getkey obtain the name of the current element and not the parent table
franky gets the transform out of the rende robject and makes the camera matrices being calculated on the render thread since it saves on data copies for the shader (we can just use what is already on the thread)
the server side render code has also been moved out of the renderer so that individual component can define their own render function and set whatever uniform they might need
data used by the actor test and the mesh component
made a proper component structure for the testactor
the component system has also been restructured so that it works as a plugin system
the applicatoion must initialize the plugins but this is fine. this will allow any game/child lib to create their own component and it will work as long as they register them to the plugin system
the render and mesh component has been implemented and seems to work since the actor is being rendered
update the sprite to fit thew new rendering model