calculates the transform matrix for lights considering vectors like pre- and postrotation

In the previous implementation vectors like pre- and postrotation were ignored in the calculation of the transform-matrix. The function EvaluateLocalTransform() returns a transform matrix considering those vectors

Conflicts:
	gameplay-encoder/src/FBXSceneEncoder.cpp
Added -autogroup and -noautogroup to automate animation grouping from command line
Fixed spacing
Changed encoder animation grouping arguments to '-g:auto' and '-g:off'
Renamed variables and methods to be more appropriate
Ignore /bin and /external-deps which are removed from the repo and are now script-installed
Updated Node to include contribution of point light spheres into node bounding volume computation.
Fixed an issue where multiple samplers pointing to the same texture would share the same state instead of using sampler-specific filter and wrap state.
Removed Texture::setFilter and Texture::setWrapMode functions, since the equivalent functions on Texture::Sampler should be used instead.
Merge branch 'next' of https://github.com/blackberry/GamePlay into next
Minor theme fix.
Merge pull request #936 from sgrenier/next

Fixes
Merge branch 'next' of https://github.com/blackberry/GamePlay into next
Merge pull request #933 from ablake/next

Next
Merge pull request #924 from noggs/next

Added -g:auto and -g:off options to gameplay-encoder
Merge pull request #934 from kwhatmough/next

Ignore /bin and /external-deps which are removed from the repo and are n...
Remove Visual Studio files
Added CMake compatibility with Windows/MSVC
Merge pull request #938 from Kernald/cmake-windows

CMake support for Windows/MSVC
Fixes parent relationship for cloned pass and techniques

traversing the render states produced unintended results as the parent relationship of the original object was followed.
Merge pull request #941 from WolfgangD/master

Fixes parent relationship for cloned passes and techniques