+ implemented a warmup phase for benchmarks
* implemented asynchronous chunk deflation
Fixes some rendering related things.

* Fixes that the blur setting in the global options screen had not effect at all
* Fixes that the cube map of the sky dome was overly bright when running the game without postprocessing effects enabled
* Changes that water by default always reflects the skysphere and that the costly reflection of the world can be enabled via the options
* Renames "Reflective water" to "Water world reflection" respectively
* Finally fixes the broken ambient occlusion algorithm which caused that the left, right, back and front sides of blocks were occluded all the time
* Tweaks ambient occlusion intensity accordingly
* Removes the blueish tint of water blocks/planes
* Updates menu background images
Adjusts README.
Fixes and tweaks some rendering related things.

* Fixes various quirks in combination with reflective water
* Changes that water is more or less opaque when diving
* Removes some unnecessary normalize calls in the chunk fragment shader
* Replaces Fresnel term
+ added abstract factory class for TeraArrays
+ implemented asynchronous chunk deflation
+ implemented class AdvancedConfig to configure chunk deflation on game level
* adapted classes Chunk and LocalChunkProvider to respect the new configuration for chunk deflation
+ implemented new menu for advanced configurations (currently only chunk deflation)
Merge branch 'develop' into simple-sparse-chunk
Contains some minor cleanups and a small fix.

* Fixes that the rendering of the 3D overlays was part of the "Render Chunks (Water, Ice, ...)" profiler activity
Fixes, optimizes and adjusts some rendering related things.

* Adjusts specular reflection from torches on the sea water plane
* Increases AO factor for billboards
* Decreases max HDR exposure during the night
* Increases max HDR exposure during the day
* Speeds up HDR exposure adjustment
* Adjusts water tint
* Adjusts water plane when looked at from below (while swimming) - addresses #403
* Adjusts FOV for the rendering of the first person view
* Removes vertex animation from water blocks not on sea level
* Removes reflection from water blocks not on sea level
* Removes timer from HDR exposure update
* Optimizes pixel read operation for the HDR luminance calculation to use BGRA instead of RGBA
* Adjusts water clipping plane - fixes #401
Fixes for #377
Recycling of entity ids should now work - forgot to return recycled entities
Added some debugging code to show active entities
Fixed the entity reference cache - it now correctly will drop unused references during garbage collection
Changed block entity mode to default to ON_INTERACTION, so normal blocks are not retained indefinitely as entities.
Merge branch 'develop' of git@github.com:MovingBlocks/Terasology.git into develop
Merge pull request #400 from mbrotz/simple-sparse-chunk

Additions for sparse chunks - config, improved benchmarking, asynchronous deflate
Fixes that the blur settings were not working as intended.
Fixes and adjusts various rendering related things.

* Removes linear fog for the time being since it causes various artifacts
* Adjusts blur intensity
* Fixes "lagging bloom" in combination with low FPS
Reduces vignette below water.
Adjusts underwater post processing effect (vignette plus tint).
Adjusts lighting of separately rendered blocks to match the lighting of chunks and sets Bullet Physics maxSubSteps to 8 so blocks won't fall in slow motion in combination with low frame rates.
Tweaks HDR settings and replaces pixel read back operation for the update of the HDR exposure value. Seems to be a tiny bit faster? This is still a clear hot spot performance wise though.