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
Remove Visual Studio files
Added CMake compatibility with Windows/MSVC
Merge pull request #938 from Kernald/cmake-windows

CMake support for Windows/MSVC
Changed the internal getDefTileType function static so that luagen didn't generate a binding for it
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
Merge pull request #921 from ChrisWiki/master

Calculates TransformMatrix for lights considering pre- and postrotation among others
Update script filename in comments.
Replace slow VBS with Steve's fast Csharp as the default.
Merge pull request #944 from kwhatmough/next

Improve install scripts
Use proper Windows environment variable in install script.
Merge pull request #945 from kwhatmough/next

Use proper Windows environment variable in install script.
Fixed some issues related to cloning RenderState.

Fixes #838
Merge branch 'next' of https://github.com/blackberry/GamePlay into next
Merge pull request #946 from sgrenier/next

Fixes RenderState cloning issues.
Fixes cloning issue in character sample.
Merge pull request #947 from sgrenier/next

Fixes cloning issue in character sample.
Fixed a bug in cleanup code for AIStateMachine.
Merge pull request #948 from sgrenier/next

Fixed a bug in cleanup code for AIStateMachine.