Fixes and adjusts various rendering related things.

* Removes linear fog for the time being since it causes various artifacts
* Adjusts blur intensity
* Fixes "lagging bloom" in combination with low FPS
Reduces vignette below water.
Adjusts underwater post processing effect (vignette plus tint).
Adjusts lighting of separately rendered blocks to match the lighting of chunks and sets Bullet Physics maxSubSteps to 8 so blocks won't fall in slow motion in combination with low frame rates.
+ added a log message to LocalChunkProvider about the size of the cache for nearby chunks
Tweaks HDR settings and replaces pixel read back operation for the update of the HDR exposure value. Seems to be a tiny bit faster? This is still a clear hot spot performance wise though.
+ implemented serialization handlers using ByteBuffers for every tera array
+ implemented benchmarks for different ways of serializing tera arrays
+ added Chunks.proto describing simple messages for chunks and tera arrays
- removed stream based serialization handlers due to massive performance problems
Adjusts water clip plane and disable water reflections for all block sides but the top (this fixes #406).
+ added a benchmark to measure performance of tera array serialization for protobuf
+ added protobuf file implementing messages for chunks and tera arrays
+ implemented registry for tera array factories and serialization handlers
+ implemented TeraArray.encode(TeraArray) which encodes the supplied tera array into a protobuf message
+ implemented TeraArray.decode(ChunksProtobuf.TeraArray) which decodes the supplied protobuf message into a tera array
* added a type identifier to the protobuf message for future use in mod supplied tera array implementations
Merge branch 'develop' into simple-sparse-chunk