Merge pull request #1 from MovingBlocks/develop

Develop
Adventure-Mod ...:
-An invisible block
-TNT-Chest
-Trap Doors! Maybe something for the core module. Thanks to Janred for the shape!

Will soon expand this module, just wanted to share the current state.
Update settings.gradle
getBlockForPlacing
perBlockDamageBonus uses block categories and families.
This is maybe sufficient for #549. Also updated tool prefabs and some block json-definitions.
(Fixed a bunch of CheckStyle warnings as well).
Adds basic Oculus VR stereo rendering support - no lens correction yet but works quite well already! Crazy!
Fix for my previous commit (projection matrices were broken without Oculus VR support enabled).
Improved quality of the film grain post processing effect and reduced its intensity by 75%.
Merge remote-tracking branch 'remotes/skaldarnar/blockCategories' into develop
Merge PR #539 from @MrBarsack - adventure time!

Conflicts:
	settings.gradle - two modules added from different sources

Also fixed the applet, which we broke again (replaced premature use of logger with RuntimeExceptions - thanks @immortius !)
Y U NO include my unrelated files in last commit Git? ლ(ಠ益ಠლ)

This is what should fix the applet.
Okay, maybe now the applet will work!
Added lens correction support for the Oculus Rift and did some minor cleanups.

* Added lens correction support for the Oculus Rift (the whole scene gets rendered to a new fullscreen RT where the lens correction is applied in two passes - one for each eye) - without Oculus support everything stays the same
* Renamed RenderType to StereoRenderState
* Removed underscores from the members of the base Camera class
Fixed FBO initialization bug, when depth only FBO is requested.
Fixed FBO initialization bug, when depth only FBO is requested.
Added mineral blocks to L&S (clubs, spades, hearts, diamonds).
Starting point for #562
Added "towerStone" block template and overrode brick and cobblestone as new towerBlocks.
Added diamondAce block structure (door-like).
Could be either a new type of door or used for #560
Added brand new TeraOVR library to Terasology and implemented head tracking support for the Oculus Rift - not fully finished yet but it is working quite nicely! Note: The DLLs have to be placed into the natives folder manually at the moment.

* All those fancy constants needed to setup the stereo projection can now be dynamically retrieved from the Oculus device using TeraOVR
* Did some cleanups here and there
Fix head tracking singularity when "looking behind".