Entity refactor WIP
 - Refactored some of the framework tasks to not be the autogenerated code (will be using tasks, so needed to find a decent solution that doesn't require copy/paste)
 - Cleared out some of the old entity system
 - Killed most of the existing entities
rename ComponentDescriptor -> ComponentDefinition
rename Entity -> EntityDefinition
Stubbed out the entity proxy object and Entity, renamed ComponentSet to ComponentDefinitionSet, renamed ComponentDescriptor to ComponentDefinition
App now shuts down cleanly, moved ComponentDefinition into framework from engine, fixed crash with components being marked for deletion in the same frame as their owner object is destroyed.
Entities can now deploy component set, fixed a bug where component pointers would be deleted and crash when they unlink later
Editor runs again
Enable BufferedDrawer support in GraphicsScene for HELIUM_TOOLS
Fleshed out the proxy classes. Slice is now broken out into definition and runtime data.
Fix singleton destroy methods to call Shutdown
Merge from master to entity_refactor

Conflicts:
	Editor/EditorEngine.cpp
	Editor/EditorEngine.h
	SceneGraph/Viewport.cpp
	SceneGraph/Viewport.h
Clean up EditorEngine
Lots of cleanup in preparation to merge back to master
Move Mesh from Framework to Graphics
Merge branch 'master' of https://github.com/HeliumProject/Helium

Conflicts:
	Editor/EditorEngine.cpp
	Editor/EditorEngine.h
	Editor/ViewCanvas.cpp
	SceneGraph/Viewport.cpp
	SceneGraph/Viewport.h
Merge branch 'master' of https://github.com/HeliumProject/Helium
Update reference to Mesh.h
Fixing unicode conversion issue
Hooked up New > Scene to create a WorldProxy and World
Hook up the viewport after a world has been created. Gridlines are back once you Create a new scene and resize or roll mouse over viewport. This change is a temporary fix until I get a chance to update framework code based on tonight's IRC discussions
Nest scene import enums in Scene class, move members to bottom