GGJ merge.
Initial Bullet Physics stuff.
Reflection stuff.
basic physics shell.
OpenGL 3.2 core profile. Fixed bugs and removed deprecated features.
VAO in primitive now.
state bind fix.
cleaned up externals
minor vertex data stuff for improvements later, included GL 4.3 shader support, texture import bug fix.
Moved all state block code into context as part of an effort to more centrally manage calls to the API. Also made it so the context can only be used on the thread it is created on to better facilitate multithreaded rendering properly later.
Break shader uniforms out into a seperate include file to facilitate UBO implementation.
Shelled out Uniform Buffer Object.
first pass basic impl of UBO support. Bones are in a UBO now as it's an easy test of the system.
bone uniform block enabled only.
Moved all view specific uniforms into a uniform block and per-view uniform buffer object.
Trimmed culling and matrices out of RsViewport, moved into ScnViewComponent where it's closer to where it should belong. Less copied around inside of the renderer, more dependence on passing appropriate uniforms to shaders is on the higher level code.
foundations for improving state management in the engine. Mildly reflects how D3D11 does it, but imposing some heavy restrictions on how many of each state type we can have so that we can pack it all into RsRenderSort later on.
Renderer resource initialisation now takes a descriptor rather than function params. Allows more flexibility without changing the API every time a new feature goes in.
Colour write mask support in context.
error message in ScnMaterial.