Added sublime-project, just for good measure.

Most of the development might happen in qt-creatore, whereas some
scripts will be handled in sublime
Initial version of mesh-curvature node

This is just a frame to see how to best implement it.
It seems vertex color sets can't be created on the fly, as the dg is
involved again ... .
It seems that vertex colors just don't work as dag node.

At least not using the public API.
I certainly don't quite understand that, but anyway ... .
Added stub for hardware shader.

That way, it should be no problem to have real-time feedback.
For some reason, it will crash in the moment it's assigned.
Maybe some copy-paste error ?
Will check that
Now it works at least, silly mistake of mine, declaring it as HWShader, not HWShaderNODE

Still trying to figure out best way to do it - would go for slow and simple at first
Prepared actual computation of curvature.

However, it shows that normals will be required instead of positions
(what was I thinking ??), and getting normals is far heavier actually.
But anyway ...
First version which does something useful.

However, will change the way it's computed, just to be faster and
more precise, especially in the case of smooth-preview
Current implementation works with smooth-preview as well.

Even though it does that at a reduced quality, precision doesn't seem
to be that great, at least not with the algorithm we use.
Implemented color mapping (on-demand).

Framerates are about halved, in the debug version, when color mapping in used.
Adjusted color settings, standard version to use is now 'release'
Added support for lit surfaces
Will now compile on windows as well, thanks to a further OGL indirection.
Clearly taking the simple way out
Now the values are renormalized by the extend of the face.

That way, curvature remains the same, independent of the mesh resolution.
Fixed nan issue with call to acos function.

Including the as usual special requirement for windows.
Some windows tweaks, and a scale value

Interestingly, on OSX it draws in object space, on windows it draws
in world space
Preparations for releasing curvature shader to the public
Merge branch 'curvature'