Merge pull request #148 from abies/master

Fix badly specified RGB10_A2 format
 * Fix Remy's grammar and spelling
 * Switch to new native library loader
 * Deprecate old library loader
 * Add warning when the requested number of antialiasing samples cannot be satisfied
 * Cleaned up LwjglContext.determineMaxSamples()
 * Fix jinput native library loading - now the JNI library name is based on the name in the jar
 * Native bullet was marked as a non-JNI library for some reason - that's fixed now
 * Avoid conflicts when extracting both 64-bit and 32-bit libraries to the same folder .. This is mainly for the bulletjme library which doesn't specify "64" at the end of the filename
GLAutoGen
 * Fix references to OpenGL** caps
 * Fix symbol corruption when two constants are referenced on the same line
 * Allow exporting to files
 * Enable mipmapping in TestTextureArray
LwjglRenderer - Preparing for abstraction layer shift
 * All GL calls are done via static imports
 * Once again remove dependency on GL21 / GL30 - with the generator it will be possible to choose whether to target GL2+extensions or GL3 core
 * ContextCapabilities is field in Renderer, not allowed to use GLContext to retrieve it anymore
 * Assume depth textures are always supported (they should be since GL1.4)
Feature: added automatic action mapping instead of explicit mapping in
BlenderKey.
Fixed a bug  in the user data dialog box, when values were not populated when using a custom UserData class
 * Ensure LwjglOffscreenBuffer extracts the required natives
 * Fix Installer class in SDK to use NativeLibraryLoader.setCustomNativesFolder() instead of the Natives.setCustomDir()
 * NativeLibraryLoader: More hacks .. Use the proper loading method based on the library name.
 * TestNativeLoader: More concrete test that uses a custom natives folder and ensures all natives load properly and prints their versions.
 * Remove use of instance variable in BIHTree, instead use TempVars
Fixed an issue where you couldn't chain several shadow renderers. Thanks to Perjin for narrowing down the issue.
Now a shadow renderer properly cleanup the parameters set to a material when the post shadow pass in done
 * Don't use native bullet specific method in TestNativeLoader - fix compile error
 * Make sure we load the auxilary jinput library as well (required on windows)
 * Introduce GeometryGroupNode as abstract class for implementations that group / optimize geometries
 * Reimplement BatchNode on top of GeometryBatchNode
 * Avoid "AL not closed" error by joining with audio thread when exiting app
SDK: can create primitives geometries (Box, Sphere) in SceneExplorer