Organized code structure

-Shaders are now in shaders.js with some terrible formatting (gotta
figure out something better for this)
-Scene initializing is now handled in scene.js

Mostly a suggestion for the code structure. Feel free to improve/revert
etc.
Organized more, removed obsolete stuff and commented a lot of things

Now somewhat resembles game engine code.

-Game.js is for setting up the game, running the main game loop and
basically working as bridge point between the website and the game
-Scene.js is for storing functions that create or add something to the
scene, (e.g. "CreateSphere") and so on. The functions probably should be
changed so they return the created object instead of adding it in the
function to allow reusability.
-Update.js is the main game update loop and is called once per frame. It
contains game related things like objects moving, game logic handling
and input handling.
Updated peerjs 0.3.0 -> 0.3.2

Hopefully this'd fix the code on android chrome, didn't test on my
tablet yet though.
Moved shaders to separa files for easier development
Merge branch 'feature/planet_shadows' into develop
Unit selection, placement implemented

-Updated threejs from r61 -> r63
-Added modules for loading .obj files and materials
-Added dummy box model for testing purposes
-Added Unit selection screen: Opens right on the page load for now for
debugging purposes, in real situation the function is called when
opponent connects. Just press "Finish unit placement" to get rid of it.
-Objects are now represented in associative arrays and can be accessed
by for example "objects.waterPlanet". Also added names for the objects
so they can also be accessed by threejs builtin getObjectByName function
too.

-Unit movement is not yet implemented
-Unit costs are not yet implemented
-Unit selection screen needs refactoring and restyling (css to css file
etc)
Merge branch 'develop' of https://github.com/matiisi/multimedia-programming-project into develop

Conflicts:
	js/scene.js
Movement restrictions, selection showup change

-Units cannot move between planets (placement still possible...)
-Decided to commit version where selection screen appears after
connection afterall because the selection screen is annoying and ugly
lol
Changed game to use orbit controls and added min/max camera distance
Merge branch 'develop' of github.com:matiisi/multimedia-programming-project into develop
Selectscreen css to cssfile and implemented money

Implementing money only in videogames :(
Unique player planets + Refactoring

-Players are now assigned own planet after connection
-Made shader loader code little more elegant
-There's a preview of the unit when placing it (replaced cursor particle
with this) (only on platforms with a mouse i guess?)
-Refactored some code to use the assigned planet code

Uncomment the ShowUnitSelection() function in bottom of main.js to test
unit placement
Added "required" line to shaders for mobile

Apparently the precision line should be in fragment shaders to improve
mobile compatibility... Still didn't work on my tablet though.
Merge branch 'develop' of github.com:matiisi/multimedia-programming-project into develop
Removed shader precision line

-Line breaks everything for unknown reason, could've sworn I tested it
before commiting...
-Commented out hammerjs debug message that kept appearing
changed peerjs server location for permanent uptime
Unit movement interpolation

-Units now interpolate between points
-Their rotation is still somewhat bugged but can't test with a cube
asset..
-Other small tweaks
Color selected unit red

-Sets only color, ambient is unchanged -> shadows sorta buggy
Rocket shooting

-Can now shoot dummybox rockets that use splines
-Spline interpolation is buggy and rockets clip planets
Game is playable

-Added support for game logic, data sending and game progression.
-Core game functionality is now finished.

WHAT IS  -NOT-  DONE:
-Assets
-UI looks really damn ugly (selection screen, buttons)
-TURNS ARE NOT TIMED (CRITICAL)
-Restart/disconnect after game over
-Game ending in a draw is untested and unimplemented

There is probably shitton of obsolete, unused code and shitty
programming pieces that need refactoring.