Begin the octree culling
Merge remote-tracking branch 'remotes/origin/clean_PreparingThread' into deffered_shading

Conflicts:
	GameEngine/EngineCoreTest/Scenes/BenchmarkScene.cpp
	GameEngine/GameEngine/Engine/Core/PreparableObject.cpp
	GameEngine/GameEngine/GameEngine.vcxproj.filters
Merge branch 'deffered_shading' of https://github.com/Another-Game-Engine/AGE into deffered_shading
Interfaced cullable objects
fix compilation -> PreparableObject is now CullableObjects
I think i found the right algorithm for the octree insertion
Insertion finished
basic split node implemented
infinite recursion resolved
Merge remote-tracking branch 'remotes/origin/master' into octree_culling

Conflicts:
	GameEngine/GameEngine/Engine/Utils/Frustum.hpp
remove node
Merge branch 'master' into octree_culling

Conflicts:
	GameEngine/GameEngine/Engine/Core/PreparableObject.cpp
	GameEngine/GameEngine/Engine/Core/PreparableObject.hh
	GameEngine/GameEngine/Engine/Core/PrepareRenderThread.cpp
	GameEngine/GameEngine/GameEngine.vcxproj
	GameEngine/GameEngine/GameEngine.vcxproj.filters
Add unit test project and bug fixed on insertion
basic insertion / deletion in tree working for AABB
split test working
Basic move object in octree implemented.
Octree fully working and optimized + frustum culling not tested yet
Frustum culling to test
Octree merged with prepare render thread but not compiling yet
octree compiling