Catch exceptions by reference, not by value
Transform: A little bit of documentation regarding hierarchy, positioning and orientation
Transform: make it possible to get position in world space
Framework: add RenderLayers
Make camera default to RenderLayer::MESH_OPAQUE, signed integer depth
Make renderable default to RenderLayer::MESH_OPAQUE
Indentation fixes
Some readability fixes on RobotSampleJson
TextureFactory: Allow full creation of textures
Component: Make it possible to get a pointer to Entity in a non-const context
Light: add property ShadowCaster, method to get position in worldspace directly
Add IRenderPassComponent
Camera: recognize render pass components on initialize
RenderSystem: sort cameras in global depth and layer depth
RenderSystem: perform renderpasses
Add render pass component StandardPass
Camera: create and add a standard pass component if no render pass sequence has been set up
Add StandardPass to components recognized by MainComponentSerializer