Audio upgrades, some mobs, more ways to die
Added logger. Now the recipes in prefabs separated from the item itself.
fixed CraftRecipe in the stonestair
stylefixes and one mob more
Fixed a stray brace, sort of lead to a whitespace fixing rampage in that neighborhood. Commented out a log statement I missed recently.
Merge #425 from @esapetri
Tweaks block light flickering and decreases range of torchlight to 8 units.
Introduces per vertex flags for chunks. This should increase the overall performance as well as the performance when using one of the higher quality settings.
Vertex flags can be used to store information about each chunk vertex on a per-block basis. Previously the chunk shader had to to utilize the available texture coordinates to look up the currently relevant texture in the texture atlas - to detect water blocks for example (and thus to enable water reflections for some of the vertices). Or a large array of texture coordinates had to be transferred to the GPU just to detect if a block is waving or not (which is REALLY slow). Using chunk flags a more or less infinite amount of waving blocks can be created on engine side at almost no costs on GPU side. Let's see how many users have the necessary GLSL version available...
Replaces the recently introduced per-vertex flags with a more simple block hint (bitwise operations are only supported using GLSL shading language version 130+).
Adjusts some default config settings, overhauls the graphics quality settings and tweaks some shaders. Fixes flickering light.

Completely removes the ugly settings and the option to disable the post-processing effects. Instead adds various new features which get disabled according to the current setting (bloom, automatic eye adaption, vignette, ...). Also sets the default FOV to 80 degrees.
Fixes that block particles were incorrectly rendered in front of transparent chunk elements.
Adds GLSL 120 hotfix.
Merge branch 'Fences' of github.com:small-jeeper/Terasology into Fences
Added new type of family block - ConnectToAdjacentBlockFamily