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
Added -autogroup and -noautogroup to automate animation grouping from command line
Fixed spacing
Changed encoder animation grouping arguments to '-g:auto' and '-g:off'
Renamed variables and methods to be more appropriate
Install scripts to replace bin and external-deps
Remove bin and external-deps which are now script-installed
Fix scripts
More renaming removing gameplay- prefix
Merge branch 'next' of https://github.com/blackberry/GamePlay into next
Merge pull request #932 from seanpaultaylor/next

More renaming removing gameplay- prefix
Merge pull request #931 from kwhatmough/next

Remove bin and external-deps from repo
Modifying the tests theme to get rid of my obnoxious red debugging containers.
Merge branch 'next' of https://github.com/blackberry/GamePlay into next
Ignore /bin and /external-deps which are removed from the repo and are now script-installed
Updated Node to include contribution of point light spheres into node bounding volume computation.
Fixed an issue where multiple samplers pointing to the same texture would share the same state instead of using sampler-specific filter and wrap state.
Removed Texture::setFilter and Texture::setWrapMode functions, since the equivalent functions on Texture::Sampler should be used instead.
Merge branch 'next' of https://github.com/blackberry/GamePlay into next
Minor theme fix.
Merge pull request #936 from sgrenier/next

Fixes