Culling in world space
Remove mvp from entities and remove use in materials
Remove texture scale
Fix skybox
Fix vertex shader to use global pos
Copy projection matrix in vertex data vector
Fix multipass and cascade problems
Improve cascade mapping classification
Use worldBounds for partition insertion + fix min/max properties on world bounds
More cascading, less parallel split
Update swimming reduction for shadow mappers
Change node  isInFrustum signature to accept planes
Use view frustum planes along with light planes for shadow map culling
Fix overall frustum for cascades
Don't test first cascade frustum
Merge branch 'worldspace_refactor' of github.com:away3d/away3d-core-fp11 into worldspace_refactor

Conflicts:
	src/away3d/bounds/AxisAlignedBoundingBox.as
	src/away3d/core/partition/EntityNode.as
	src/away3d/core/partition/InvertedOctreeNode.as
	src/away3d/core/partition/NodeBase.as
	src/away3d/core/partition/OctreeNode.as
	src/away3d/core/partition/QuadTreeNode.as
	src/away3d/core/partition/SkyBoxNode.as
	src/away3d/core/traverse/EntityCollector.as
Merge branch 'worldspace_refactor' into dev

Conflicts:
	src/away3d/animators/data/AnimationRegisterCache.as
	src/away3d/core/data/RenderableListItem.as
	src/away3d/lights/shadowmaps/DirectionalShadowMapper.as