Added 3DSMax skin and morph export.
blender lights export
Support for uncompressed ARGB DDS
Transform bones and animations by the armature world matrix

Mesh vertices are already transformed
Bugfix: Non-animated bones were using first available animation channel

Not every bone has an animation channel
Properly compute the armature rotation matrix
This commit fixes a skinning bug that occurs when two or more SkinnedMesh objects share a common material and have bone textures of different sizes.  Currently, bone texture sizes are hard coded into the shader program, requiring the program to be re-built when the bone texture size changes; however, the current implementation does not handle this correctly, which can lead to the shader accessing incorrect bone transforms.

This commit uses two uniforms to store the bone texture dimensions.  These uniforms are updated as needed, eliminating the need to re-build the shader and fixing the bug.
Raycaster: Check that line.geometry is instanceof Geometry. Fixes #3779.
Raycaster: Move vertices variable to the right place.
r61dev
Updated builds.
created euler angle docs, updated vector 3 equals to specify that it returned a boolean and not a vector 2
Merge branch 'vector3Docs' of https://github.com/walfly/three.js into dev
Docs: Added Euler page to list.
Fixes const error in shader.
Merge branch 'dev' of https://github.com/ikerr/three.js into dev
Docs: ParametricGeometry fixes and LoadingMonitor to LoadingManager.
Improved MeshFaceMaterial.clone(). See #3787.
Updated builds.
Added warning message in Face4 as suggested by @icannotfly in #3663.