Changed localtime function to use localtime_s
more work on Lsystem
Merge branch 'master' of https://github.com/Lemmibl/Engine

Conflicts:
	Engine/Renderer.cpp.orig
We now save and use material ID in normal render target alpha channel, reading from a 1DTextureArray.
Merge branch 'master' of https://github.com/Lemmibl/Engine
We now save and use material ID in normal render target alpha channel, by sampling with the material ID from the 1DTextureArray that contains material data. This might be a second, unnecessary commit; git kind of pooped itself when I pulled stuff.
Our point lights now also take into consideration the surface materials!
Added tiny coefficient to point light intensity to prevent division by zero
Made point lights more fun. Also changed the naming on a lot of different variables in all of the shaders to make them more descriptive.
Added a proof of concept for our LOD system. Press I to toggle between different amounts of vegetation.
Made slight improvement and changed 'N' function to take the new LOD system into consideration.
Changed lighting and shadow code a little, and fixed a material ID error.
Changed LOD system to use a primitive distance check to update amount of vegetation.
Cool automatic lod system is now in full use.
Grass shadows now don't bleed through terrain. (I just clamp shadow color).
Tweaked shadow code for vegetation slightly.. It's.. being blocky.
Everything looks very good now. Changed point lights back to a less shitty state.
Resized the grass quads to be smaller.
Made some slight tweaks and optimizations in  the vegetation shaders. Think I squeezed out another 10-15fps.