Dev branch for broken commits and rapid improvement
Added ModelComponent, Changed Model to contains all the data, and have multiple meshes be part of it.
Experimental revamp of model system. Models are not components, meshes are children of models.
Materials are applied to meshes.
Problems:
Materials can not be applied without importing them from a material library
Version 0.1.0
Source code:
- New source tree architecture
- JUnit library added for testing environment

Features:
- Intermediate scene format added to load upon game start
- Scene loader added to load intermediate scene format
- Path is now used instead of String for added functionality
- Phong shading basis added
- Sampling enum added for texture sampling

Components:
- AttachedTo component added to allow parent-child relationships for entities
- MeshRenderer component contains render data for a mesh

Refactoring:
- AssetLoader is most robust in terms of error handling
- Entities no longer have a list of children, the children are now inferred by the AttachedTo component

Fixes:
- Diffuse lighting should light properly now
v0.2.0-release
Source code:
- Scene.java moved to radiant/assets/scene/
- Light.java now called PointLight.java
- Unit test for Path comparison in hashmaps added

Features:
- Directional lighting model added
- Directional lights can be specified in the scene file
- Material file can be specified in the scene file
- Tiling of all the textures is specified in the scene file
- Diffuse/Normal/Specular maps can be specified in the material file
- Diffuse map sampling can be specified in the material file
- Material hardness can be specified in code
- BaseGame/loadWindow has parameters to set the title and size of the window
- Paths can be compared properly due to added hashCode/equals method
- Matrix4f has an added transform method to allow in-code transformation of a Vector3f

Components:
- DirectionalLight component for directional lighting

Refactoring:
- Renderer has a create method for initialisation work
- Renderer now only renders the scene that is set to render. This prevents passing the scene to every method.
- Light component is now known as PointLight
- Lights now have a Vector3 for attenuation instead of separate variables (x = constant, y = linear, z = quadratic)

Fixes:
- Orthographic camera projection now gives back a correct matrix
- Changed ArrayLists in Mesh to List to allow future changes in the implementation