Started reworking the deferred graphics
Implemented composite camera.
Added normalmapping-support to DeferredRenderer
Implemented automatic shader uniforms.
Deferred auotmatic uniform analysis into constructor. Apply is now about 10 times faster.
Fixed bug: Normal maps now get loaded without sRGB
Removed Jitter because of unknown licence.
Added Bullet (BulletSharp).
Made all classes in LowLevel.cs internal.
Added documentation comments.
Added specular mapping.
Improved asset system.
Refactored Game and Window:
Window is now integrated into Game.
System is split into rendering and updating thread, also 2 threads for deferring routines.
Game is now able to update physics in the update thread while the game is rendering (TBD).
CoRoutines need to be implemented.
Improved deferred routines. Added OpenGL deferred routine instead of OpenGLTick. Deferred Asset loading, fixed loading for Texture2D and Model.
Some improvements on asset loading.
Added 3D Sound, Added internal stuff, added some textures and assets.
Merge branch 'developmentFelix' of https://github.com/MasterQ32/OpenWorld.Engine into developmentFelix

Added CoRoutines, improved Asset.
Some bug fixes. Added stub commentary.
Added Sky system.
Added GameStates
Added CharacterController, added LookAt Matrix Source. Fixed some bugs, reworked Transform.
Started reworking the shader system. Engine now has a single shader file with #defines to determine what shaders should be used.
Some improvements
Merge branch 'developmentFelix' of https://github.com/MasterQ32/OpenWorld.Engine into developmentFelix