GuiTreeView bug in buildVisibleTree

There was a bug in buildVisibleTree, it should be setting the RebuildVisible flag, not clearing it.

The clip rectangle did not appear to be updating when expanding items or calling scrollVisible, which expands all the items to make a particular item visible. This would cause part of the tree to be cut off.

Setting the RebuildVisible flag made the problem go away.
Alternate fix for GuiTreeView

Adding `mFlags.set(RebuildVisible)` to `GuiTreeView::onWake()` fixes the problem where the tree is not drawn correctly when nodes are expanded in the TorqueScript `GuiTreeView::onWake()` callback function.
glow buffer debug visualiser

pure script, there will be several of these using identical methodology for deferred. displays a given buffer via the
 texture[0] = "#glowbuffer"; entry,
passed along to a given shader via the
samplerNames[0] = "glowBuffer";entry
which corresponds to an expected variable name and register.

as much documentation for later as tool
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
Improvements to SimDictionary for when you have a large number of objects in the game.  Under light load (i.e. under 5000 objects) this code actually runs slower that the stock simdictionary.  When you exceed 5000 objects, the template class actually runs faster and more consistently.
Fixed bad string compares and simdictionary
Made fixes
Fixed Return value from false to 0 (which is U32)
Cleaned up Enum to set init value to 0
Little optimization in mPlane, originally by Winterleaf
fixed capitalization in include
More comments added, move #include
fixed capital T
Fixed String comparisons.
Implemented physics collision for MeshRoad.

According to deepscratch's post in the forum:
http://www.garagegames.com/community/forums/viewthread/130181/1#comment-826897
Merge pull request #958 from skaughtx0r/Fix-GuiTreeView-buildVisibleTree

Fix gui tree view build visible tree
Fix #741

Local variable was used incorrectly. Did not result in any bugs, just a small amount of unnecessary network traffic.
Fix #258

No harm in it, and we can close the issue now.
firstPersonShadows:
follows up on https://github.com/GarageGames/Torque3D/commit/88bb577c82cd55be15b5db481558b3df7daa8066#diff-b8335f02a980665dd7dc953db7a637ca from way back when, and adds the script to turn on first person showing player shadows
Improved God Ray

Add control for the number of samples and other controls for God Rays
shader.