Updated build.
Merging with master.
Merge branch 'master' into dev
Updated builds.
Changed MeshPhongMaterial perPixel parameter default to true.

This makes it safer to compile shaders without maxLights cap. Only per vertex phong code path is sensitive to available number of varyings (together with shadow maps, but you would need to be pretty crazy to have enough shadowed lights to hit varying limits).

Also like this phong material behaves more as expected for large polygons.

Performance wise, for many use cases and systems it's actually similar or even faster.
Merged with @mrdoob's dev branch.
Docs: Removed controls.
Merge branch 'master' into dev
Editor: added handling of dragging to light gizmos.
Merge remote-tracking branch 'alteredq/dev' into dev
Editor: added UI for changing light intensity and color.
Editor: hide rotation and scale widgets for lights and targets.
Fixed bug in SceneLoader: inverseTarget => targetInverse
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
Update src/objects/SkinnedMesh.js

geometry test
Added LineDashedMaterial and corresponding example.

Not yet 100% sure about all the details but this is something that should be useful for making helpers prettier.
Moved computeLineDistances into Geometry.
Editor: extracted light gizmo into DirectionalLightHelper.
Editor: added dashed line from light to target for DirectionalLightHelper.
Made some minor Quaternion fixes