more camera tweaks, and the start of a refractor

resource manager + start of Physics integration are  the next steps.
ALL THE SMART POINTERS WILL RESULT.
Halfway implemented a scenegraph.

next: calculate node transforms using parent nodes.
Also, fix camera.
DEBUG Context and FSAA x4 enabled!
Renaming files again, an attempt to get an icon
Start of audio manager,added Profile build target
a bit of a refractor, start of ResourceMgr
Removing a warning in Texture.hpp
#ifdef'd some code out

will probably add it to a debug draw later, but not now.
Memory/Resource Mgr's are now on hold

SceneNodes (particularly the RootNode and SceneMgr) need to be handled
first, then memory manager, then particles, then resource Manager.
After that, a refactor to make more things use std::shared_ptr's.
a bit of a refactor
Start of SceneManager

RootNode is just an empty node.
Possible Refactor: remove ISceneNode::move() and create a IMovableNode
abstract class, but I rather not increase inheritance depth needlessly.
a bit of a refactor

as a result of modeling the project in it's current form, it was
realised that ISceneNode::move has a version that is literally
impossible to get to. this has now been corrected, with the removal of
the method.
memory manager work

I need to figure out how to work the heap given in such a way to make a
stack allocator. Or a pool allocator, either will do at this point.
Memory Manager now semi-works

add MemoryManager.hpp to use the static instance of MemoryMgr to handle
your memory. as of now, just works as a most basic of memory managers.
Doesn't delete properly as of yet.
Removed 100 warnings, tidied up mem code

IManager is now the interface to use if you need a container that is in
heap memory and isn't refreshed level by level, I will add an interface
for level only objects soon.
A rename, and more MemMgr work