Created some post-processing filters. These are mosaic (pixelation), and red overlay for practising and then a stub for an ambient occlusion filter.
Rebased Nina's Post-ProcessorFilters to current master by merging

This combines all changes to master up to date with the work in Nina's
branch Post-ProcessorFilters. Conflict resoltion includes the fact that
HazardControl has been renamed.
Updated Post Processing branch with latest version from master.
Changed to unshaded models and inactivated some functions, such as power ups, for easier comparisons of results.
Updated updateAOIntervals() to match current Node setup. Added built-in ambient occlusion filter.
Included built-in SSAO. Tested some things for our SSAO implementation.
Test implementation of simplified concept (e.g. no randomization).
Added an alternative to built in SSAO where it only calculates SSAO for the intervals in which moving objects are found.
Started baking AO for ghost and bat.
Added AO texture files.
Updated wall texture and platform sizes to latest version.
Added some textures into the game.
Inserted more AO textures into the game.
Added some more AO  textures into the game.
Added some more AO  textures into the game.
Added on-off-switches for ambient occlusion modes.
bug
Merge med AO

All AO code merged in. Set it to TEXTURE in P.EffectSettings.
Merge branch 'master' of https://github.com/forssenm/kandidat-projekt