Added basic control for improved clouds

Added clouds class to control clouds. Generation of clouds and
simulation of different clouds based on seasons. Using hexagonal
dodecohedron for clouds (instead of cubes, i know, i know) because they
grow into more interesting shapes, and my clouds don't just move, they
grow. Or they will.
Moved structs for game into craftcommonstructs file. Allows use of structs in other files and main.

Created clouds shader to remove fogging for clouds and added model matrix for transforms.

Clouds now move with prevailing wind conditions, as well as with some random noise.

Clouds generate around the player.
committing changes to files. Moved cloud update method in main to use player struct.
Added code to simulate cloud building and decay. It is currently very rudimentary and needs some improvement. Clouds will also need change parameters to be based on season.
Increased cloud movement speed and removed bug that was placing some clouds under the ground
Added basic control for improved clouds

Added clouds class to control clouds. Generation of clouds and
simulation of different clouds based on seasons. Using hexagonal
dodecohedron for clouds (instead of cubes, i know, i know) because they
grow into more interesting shapes, and my clouds don't just move, they
grow. Or they will.
Moved structs for game into craftcommonstructs file. Allows use of structs in other files and main.

Created clouds shader to remove fogging for clouds and added model matrix for transforms.

Clouds now move with prevailing wind conditions, as well as with some random noise.

Clouds generate around the player.
committing changes to files. Moved cloud update method in main to use player struct.
Added code to simulate cloud building and decay. It is currently very rudimentary and needs some improvement. Clouds will also need change parameters to be based on season.
Increased cloud movement speed and removed bug that was placing some clouds under the ground
committing changes before rebase
Removed common structs, clouds will define its own structs for easier merging with main. Refactored ome of the clouds calls to prevent need for Player struct.
moved to depositional model for building clouds. added short hand method to apply translation to existing matrix
Deposition creation of clouds. Works, but is somehow not satisfying.
rebasing again. going to try differnt style of cloud gen
Clouds now fade with skybox. clouds generate at vision edge correctly when you move.
Merge branch 'master' of https://github.com/Bergasms/Craft

Conflicts:
	CMakeLists.txt
	clouds.c
	clouds.h
	config.h
	main.c
	matrix.c
	matrix.h
	shaders/cloud_fragment.glsl
	shaders/cloud_vertex.glsl
 Fixed all the weird merge errors i somehow added to all this.
removed stray test file
removed unneeded code in db.c