Map Renderer|Client: Cleanup
Server: Cleanup
Merge branch 'master' of github.com:skyjake/Doomsday-Engine
Merge branch 'master' of github.com:skyjake/Doomsday-Engine
Merge branch 'master' of github.com:skyjake/Doomsday-Engine
Merge branch 'master' of github.com:skyjake/Doomsday-Engine
World|BspLeaf|Client: Added mechanism for linking Lumobjs to BspLeafs

Will replace the old mechanism for which in lumobj.cpp
Map Renderer|Client: Replaced interpretation of plane glows to VectorLights; cleanup

Rendering of plane glows is being revised so that Lumobj aren't used.
World|Map: Removed the "glowing surface" set from Map

In the revised design the map no longer needs to maintain this info.
Refactor|Map Renderer|Client: Relocated viewer scope data and functions from lumobj.cpp

As the "viewer" is presently an implicit concept, this data and any
relevant functionality was moved to r_main.cpp
Refactor|Map Renderer|Client: Updated model drawing wrt VectorLight API changes
Map Renderer|Client: Reimplemented Lumobj and management thereof

Lumobj is now implemented as a C++ class and the lumobj module itself
has been split up.

A Lumobj is first instantiated locally and configured accordingly
before then inserting it into the Map. At which point a copy is made
(interned, takes ownership) which the Map then provides access to via
its API.

Presently lumobjs are still generated a fresh each frame, however.

Todo: Update all lumobjs users and mechanisms accordingly.
Map Renderer|Client: Revised mechanism for generating Lumobjs from sprites

This logic is now split into two distinct phases:

Phase 1 involves the generation of Lumobjs from a sprite and at this
point are not linked in the map. Properties of which are configured
accordingly in "local space" relative to the sprite from which it is
generated.

Phase 2 takes the generated Lumobjs as input, further (re)configures
them according to the mobj they will be used with (e.g., translating
their origin and applying property overrides from Light definitions)
before then inserting them into the Map.
Refactor|Map Renderer|Client: Cleaned up dynamic light projection
Map Renderer|Client: Cleanup
Refactor|Lumobj: Extracted MapObject from Lumobj

Todo for later: Mobj, Polyobj, SoundEmitter, etc... should all use
this as their base.
Map Renderer|Lumobj|Client: Cleaned up Lumobj instantiation
Cleanup|Map Renderer|Lumobj|Client: Cleanup
Cleanup|Map Renderer|Client: Minor clean up of surface light decoration plotting
Fixed|Map Renderer|Sector|Client: HOM at start of ksutra.wad MAP03

Dynamic mapping of sector planes should only be done if there is open
space between the floor and ceiling.