Profiling is filing for pros!

- Added profiler
- Scarlet now profiles itself doing certain tasks.
- Loader is now Manifold
- Bumped version
- Renamed some variables and methods to make more sense
- Broke all IRenderTask instances. You now need to use RenderType
instead of isOverlay
- Implemented some more events
- Started work on a spritesheet manager for my new game (It's going to
be a Legend of Zelda 2D game, since I can easily get sprites for it, and
I don't have to worry about 3D lag, which I need to sort out... badly)
- FPCameraController now translates in the Projection Matrix instead of
the ModelView matrix. This prevents graphical and positional errors
(thanks to MovingBlocks for his amazing opensource game, Terasology,
which I have used as a tutorial for fixing my camera)
- Render engine no-longer uses synchronized methods and blocks, NetBeans
pointed this out to me.
- Started integration with JBullet, however porting my highly detailed
1048576 point collision maps into JBullet isn't going to work, so I
probably need to rework the level loader completely.
- Started work on a OpenCL manager that allows you to construct CL
programs in real-time, compile them and run them without worrying about
setting up OpenCL yourself. I plan to have Scarlet intelligently offload
intensive tasks to the GPU in the near future.