makes FieldOfView store the view matrix instead of its inverse
Merge branch 'master' of git://github.com/worklist/hifi into 19188
reiterates starfield:

  o allows UrlReader to cache the downloaded content in a local (updating it
    automatically when the server indicates a newer time stamp)

  o retires the FieldOfView class

  o makes the stars move again

  o fixes bad deletion in UrlReader (delete instead of delete[])

  o allows UrlReader to advertise supported compression algorithms to the server
Merge branch 'master' of git://github.com/worklist/hifi into 19188
added more cleanup and preparation for switching over to quaternions
Merge remote-tracking branch 'upstream/master'
including Philips hand position transmission code
removed initializeAvatar() method in Head class (deprecated). and also un-negated the pos in the rendering of other avatars (same fix as Philip just made)
Merge remote-tracking branch 'upstream/master'
a few debugging changes
Merge remote-tracking branch 'upstream/master'
added _isMine check for my _bodyYaw update
Merge remote-tracking branch 'upstream/master'
did some code cleanup in Head class and added some _isMine checks to differentiate between my av and others
Merge pull request #71 from tschw/19188

19188
renamed Yaw Pitch Roll to _headYaw, _headPitch, _headRoll, in Head class. And also added a "bigSphere avatar collision test", also added a bone radius (for collision detection)
Merge remote-tracking branch 'upstream/master'
Merge pull request #74 from Ventrella/master

removed initilalizeAvatar() (deprecated)
Merge branch 'master' of https://github.com/worklist/hifi into view_frustum_work
Changed render_view_frustum() to handle broken camera yaw
- I discovered that the Camera class has a Yaw that is actually
  180deg off of true yaw. So when the avatar is facing at a yaw
  of 0deg, we were setting the camera to 180. This was causing
  the direction vectors to be rotated from where we expected them
  to be, and as a result the frustum was wrong
- I did not fix the camera and the calls to glRotate() since I
 don't yet understan how these work. BUT. I did fix the frustum
 code to fix up this yaw before calculating the vectors