Initial Import of MMDAgent
Rename MMDAgent -> XBeat
Update .gitignore
New Project

Old MMDAgent code will be deprecated soon.
What was done:
- PMX loader
- DirectX 11 renderer (using rastertek.com tutorials, will need cleanup
and refactor)
- Effect shader need to be fixed (it is not receiving the depth buffer)
Updated Bullet and DirectX Toolkit to current

Also, some fixes to everywhere:
- Multithreading support (using C++11 threading model of course!), with
asynchronous operations
- Better input management, using the multithread support (every key
stroke or mouse event call an asynchronous function)
- Attempting to apply multiple morphs to a material
- Code refactoring everywhere
- Skyboxes!
- Physical world stubs - the Bullet Physics objects are created, but
they are not updated on the renderer, although we have a physics
simulation running on background
- Many other improvements that I can not remember
using btD3D11SoftBodySolver

* Soft bodies will be worked on as soon as the bone rotation is done
correctly and the work on rigid bodies is done.
* Model rendering now accept render flags, for debugging
* A single model vertex may be on multiple materials, so changed the
single reference to a linked list.
* Fixed some alignment issues
* Only bones marked as Manipulable and Rotatable/Movable can be
Rotated/Tranlated due to user deformation
Fixed some bone issues

* Bones rotations are correctly initialized now
* Rendering is now correct
* Rotations are still not working
A lot of changes.

- Cleaning up MMDAgent files
- Better rendering (decreased DX11 API calls by 60~80% per model)
- Failed attempt to finally fix bones :(
- Many others I can't remember :p
Several Updates

Updates to libraries: DirectX Toolkit, DirectX Texture, libpng, libjpeg,
zlib
GTFO branches on vertex update :)
Some fixes to model rendering
Using DXType to prevent some leaks in D3DRenderer
Do not exit the program if input could not be acquired
Fixes on x64 projects
Using unifont for texts
Sending generated includes
Code refactor

Class name changes (and filenames)
Manager -> SceneManager
TBD: Scene, all Scene elements to be inherited from the class Entity,
generic shader class
Optimizations (removing DXType)
PMXShader and LightShader derivating (not so, now rendering fails!) properly from GenericShader
Eh... OBJ folder not included... darn git!
Fixed a few things

UAV does not work on PS. switched to SRV.
Alpha blending should be always active!
DInput mouse already work on relative positions, so no need to get
relative again!
Setting debug names, prettifying the debugger output
Raising the Material limit to 100 (REQUIEM RITSU, I HATE YOU! -- that's
a lie -- I love you!)
Outline for the FPS counter
Reminder for myself: USE TRANSPOSED MATRICES.
Not using DXTK common vertex type!
Personal tastes.

This looks better.
Revert "Personal tastes."

This reverts commit 1d0ddcac2f7e8e82696a0d2b4687bef7e3aff843.
Reverting the reversal!
Cleaning InputManager

Well, commented code is... ugly. REALLY ugly.
Get Relative!

Mice do not have a gps to have an absolute position.
Cleaning FX

Removing duplicated VS

Disabling CrossStitch, for now -- I love this effect, so yea, it will be
re-enabled.