weekend codesprint madness
- frustum
    - switched from sphere to bounding box as its more accurate especially for partitions
- object3d
    - dont always recreate vertex and normal buffers, makes only sense with animations or after transformation update, saves a lot of CPU power with non animated models
- model
    - make models clonable for partitioning (only clone groups for now, all other model cloned entities will use references to the original for now
- daeparser
    - small bugfix with older DAE files
- wfobjparser
    - reenabled/should work now again i use it for terrain of enginetestterrain
- partition class
    - allows me to partition larger models to more smaller ones
- enginetestenvironment
    - looks ugly but testes a 42mb terrain using paritioning class, works as intended so far \o/

* thx pierre for providing me a environment/terrain test file