new feature branch for material development
Started to implement network functionality
More functions, quick and dirty stuff, tests

Start CubeAndTiles twice. Key S starts the server, key C starts the client and connects to the server. If both cubes are green, the connection is up. The client can now control the cube on the server.
Merge remote-tracking branch 'origin/develop' into feat_Material_Timon

Conflicts:
	src/Engine/Core/MoreShaders.cs
	src/Engine/Core/RenderContext.cs
	src/Engine/Examples/EgoPerspective/Main.cs
	src/Engine/Examples/Simple/Simple.cs
	src/Engine/Imp/OpenTK/RenderContextImp.cs
	src/Engine/Imp/WebGL/Scripts/Fusee.Engine.Imp.WebGL.js
post merge fix
Cleaned up + Discovery

Cleaned up the source code mess, added configuration variables, added a
discovery function to find a server in the LAN
Merge remote-tracking branch 'origin/develop' into feat_Material_Timon

Conflicts:
	src/Engine/Core/MoreShaders.cs
	src/Engine/Core/ShaderMaterial.cs
	src/Engine/Examples/EgoPerspective/Main.cs
	src/Engine/Imp/WebGL/Scripts/Fusee.Engine.Imp.WebGL.js
First tests of sending objects

Successfully sent a float4x4 as a MemoryStream
More network features

moved serialization, added compression, cleaned up
more post merge fixes
param list fill with first getshaderparam call
Added protobuf for serialization
Merge branch 'develop' into feat_networking

Conflicts:
	src/Engine/Examples/CubeAndTiles/Level.cs
	src/Engine/Examples/CubeAndTiles/Program.cs
	src/Engine/Examples/CubeAndTiles/RollingCube.cs
	src/Math/Core/float4.cs
Fixed material bug - duplicate shaders removed
Merge branch 'feat_Material_Timon' into feat_networking
Merge branch 'develop' into feat_networking

Conflicts:
	src/Engine/Examples/EgoPerspective/Main.cs
Merge branch 'soontobe-0.5-master' into feat_networking
Merge branch 'feat_Material_Timon' into feat_networking
Small fixes in targets
Merge branch 'develop' into feat_networking

Conflicts:
	src/Engine/Examples/Simple/Simple.cs