calculates the transform matrix for lights considering vectors like pre- and postrotation

In the previous implementation vectors like pre- and postrotation were ignored in the calculation of the transform-matrix. The function EvaluateLocalTransform() returns a transform matrix considering those vectors

Conflicts:
	gameplay-encoder/src/FBXSceneEncoder.cpp
Fixes parent relationship for cloned pass and techniques

traversing the render states produced unintended results as the parent relationship of the original object was followed.
Merge pull request #941 from WolfgangD/master

Fixes parent relationship for cloned passes and techniques
Merge pull request #921 from ChrisWiki/master

Calculates TransformMatrix for lights considering pre- and postrotation among others
Re-add Visual Studio template files (reverts fe907e5ac7)
Merge pull request #955 from kwhatmough/master

Re-add Visual Studio template files
Merge pull request #13 from blackberry/master

pull master