[added] Realtime Process using c++11 threads for multi threading support
[added] concurrent_queue class
[added] concurrent_queue to EventHandler for taking in events from different threads
[added] a VSetActive to Component that is called in the default SetActive this is to allow overriding of changing active status for cases where settings a component or actor inactive might affect something else like a scene node.
[added] The Start of the Resource System
[changed] OpenGL from 4.3 to 3.3
[changed] Moved Application and Logic to Unification Space - Arete Engine will provide graphics, rendering, events, input, sound etc but will be up to the application to put it together in a unified whole.
[changed] Transform access is now a reference instead of a weak_ptr in Object
[changed] Transform holds a rotation of a vec3 instead of a quat and CreateObject methods updated to match
[changed] With application and logic gone from arete GameClock was moved to Timing instead.