Renderable now uses dynamic textures by default

Fixed Texture::Load() for dynamic textures to use the source format
instead of just using GL:RGBA (not every texture uses this format.)

The property dynamic_texture can now be specified for renderable
components (true by default). What this does is causes the PixelBuffer
for each texture to get a unique name (entityID_filename) that is unique
to this renderable instance and will be updated each frame. To have a
renderable share its textures with other instance just set dynamic_texture
to false in the JSON config.
UI render improvements and event bind classification

Index offset is checked before render call to ensure in range.
Removed excess UI debug messages.
Made UI event listener instancer split the event type string.
Merge pull request #34 from adam4813/develop

OBJ loader and graphics debugging
Added event registration to the GUI system
Added integrated lua script execution for UI
Merge branch 'develop' of trillek-team/trillek-client-core into develop
Merge branch 'develop' into feature-gui
Added image loading for GUI, and fixed an issue with textures

Namely the Load function (now named Reload), which was reading the
format from the dynamic texture pointer, which is something it should
not read or depend on at all. Format is instead just stored in a field
on the object.