Added tint property for liquids
Remove useless comment
Merge pull request #606 from MiJyn/develop

Add tint property for liquids
Adds support for deferred shading and light components.

* Removes hardcoded torchlight around the player (will be re-added later using the new light components)
* Restructured many things in the renderer to support deferred shading
* Adds support for light components (can be used to render an arbitrary amount  point and directional lights)
* Adds support for lit torches when throwing them around in the world (they're currently randomly colored - will change that within the next days)
* Fixes rendering of refractive and reflective surfaces (like water) during the night (bright things below the surface were not visible during the night because the refraction and reflection part was applied before the lighting part in the shader)
* Adds calculation of the inverse projection matrix to the perspective camera class
* Extended/overhauled debug shader stuff
* Removed sorting of alpha blend chunks - makes no more sense with the refraction implementation at the moment
* Overhauled and improved creation of FBOs
* Added support for an additional light buffer for FBOs
* Removed "sceneCombined" FBO and created a ping pong FBO for the "sceneOpaque" FBO instead

* Adds some minor cleanups here and there
Fixes some things in my previous commit and adds various rendering related tweaks and fixes.

* Fixes water diffuse and specular lighting - totally bricked that - cleaned up the shader while I was at it
* Fixes that random torchlight colors are now actually random
* Tweaks default light component values
* Tweaks light falloff equation
* Fixes that the sky texture was way too bright all the time - much brighter than the scene
* Since the above is fixed, adds that daylight block light is a bit brighter so everything feels more like actual sunlight
* Reduces size of bloom render target of 1/8 to 1/16 - but increases of high-pass render target to 1/2
* Adds various other minor tweaks and fixes (sets daylight min exposure value to 1.0, ...)
* Adds high-pass and bloom render targets to the debug shader
* Adds some cleanups in the debug shader
Fixes that blocks held in the hand were no longer affected by block light.
Adds a light component to the player that is currently used for visualizing torchlight when the player carries a torch.

* Restores that the area around player is lit if he's carrying a torch
Adds maybe fix for flickering torch issue?
Fixes broken block shader lighting.
Don't apply biome color offset to blocks held in the hand - looks stupid without the correct mask applied.
Adjust exponential light factor so block lights becomes darker faster - more contrast for the recent changes.
Adds that torchlight slowly fades in/out if the player puts a torch in his hands or puts it away.
Fixes that nights were much too bright now.
Tweaks and fixes block lighting (since it was more or less broken for a while now - or at least not working as it should). Also makes nights darker - uhhh... Scary.
Renamed package ...chunks.blockdata into ...chunks.perBlockStorage
Introducd class PerBlockStorageManager.
Added method Type getProtobufType() to interface TeraArray.Factory<T>.
Changed error handly of class PerBlockStorageManager.
Some work on per block storage.

+ added method String getId() to interface TeraArray.Factory
* implemented method String getId() for all tera arrays
* changed class PerBlockStorageManager to incorporate package and id
Implemented tera array registration for class PerBlockStorageManager.