Started to make graphics a serializer, ran the indent process on a few files
spelling and indent on more files
Made graphics system instanced by pointer
Parser structure for graphics, fixed a resource conflict
Object management in Graphics system, rewrote shader class.

The graphics system now maintains a map full of all graphics related
objects, requiring a base class for graphics objects. Graphics objects
get a section in the json file.
Shader class is rewritten to work more independantly and support more
features used by shader programs.
Shader parsing done in shader class
Merge develop of adam4813/trillek-client-core into graphics

Conflicts:
	assets
	include/systems/graphics.hpp
	src/graphics/renderable.cpp
	src/systems/graphics.cpp
	src/systems/json-parser-registration.cpp
	src/systems/resource-system-registration.cpp
missing include after merge
Started adding classes for multipass rendering

The first two are for FBOs and render targets. Render targets can be
textures, or textures and renderbuffers with multisampling.
Dynamic output bindings from json, parsing setup for render layer

"colorbinding" section in shader maps name to output (color buffer)
number.
Compacted shader parsing a bit, added support for defines on shaders

The shader parsing now also supports directly loading from a file again,
using a more flexible structure.
Added a "light" component and modified component management

A component type id field was added to components so that systems may
identify the generic component and cast as needed to a specific
component. This is needed for the graphics system to distiguish between
renderables and the new light component, also any future component
types.

The light component does nothing at the moment, just exists.
Merge branch 'develop' of adam4813/trillek-client-core into graphics

Conflicts:
	assets
	include/graphics/renderable.hpp
	src/graphics/renderable.cpp
	src/systems/graphics.cpp
	src/systems/registration.cpp
split the rendering process up a bit
Added some functions for graphics objects
Changed subscription a bit to limit duplicates, fixed os.cpp warnings

os.hpp and os.cpp also happened to get processed by the indent filter.
Attachment logic and extended texture generation.
RenderLayer bind logic, add clear function for attachments
Fixed some of the RenderLayer code, added GL error checks to almost everything.
Added stencil creation functions