make the renderer available directly to every node in the scenegraph
use the locally held renderers for everything
add small delay between each police ship spawned
Update VS2010 project after EnumString changes
get uitest building again
expose current scissor size
only render strings that are actually on screen
rename a few things for consistency
Merge branch 'ui-textlayout-optimisation'
Remove TagDefs - defining tags in .model is not on the table right now
Tags are always MatrixTransforms. Closes #1951.
Merge remote-tracking branch 'robn/sgmodel-renderer-everywhere' into copy-constructors

Conflicts:
	src/scenegraph/Loader.cpp
Add copy constructors to scenegraph nodes
Add Clone method to all node classes
delete a load of unused animation time control code

Models and animations need some reworking anyway to separate per-model data
(meshes, materials, animation hierarchy, keyframes) from per-instance data
(pattern/decal/label/effect state, animation state, cached transforms).
Reworking stuff is usually easier when there's less stuff to rework, so
therefore deleting stuff is good (right?)
delete a load of unused animation time control code

Models and animations need some reworking anyway to separate per-model data
(meshes, materials, animation hierarchy, keyframes) from per-instance data
(pattern/decal/label/effect state, animation state, cached transforms).
Reworking stuff is usually easier when there's less stuff to rework, so
therefore deleting stuff is good (right?)
Remove looping capability from Animation::Interpolate()
Change scale & position animation too
Merge animations across meshes

Conflicts:
	src/scenegraph/Loader.cpp
convert keyframe times to seconds during load, and remove keyframe offset