fix state rename, fix import states
avatars cast shadows by default
some instrumentation for timeing
now can choose data type from GUI when loading a mesh url - lets you choose a 3DR Json format file from a location that is not the 3DR
remove profiling code
fix publish world
comment out syntax error
check to see if using newer version of threejs results in less memory use
remove debugger statement
MOAR MEMORY MANAGEEMENT!! ARRRRGH!. But seriously, there are several places where we could be smarter about the threejs assets we use. A major change here - we no longer duplicate the materials on meshes on import, and instead, let the material def system deal with the caching. This will be faster in the case where uses load a 3d model but dont assign a materail through the gui. Also, we need to dispose some threejs assets - turns out three was holding on to some assets in memory. Potential opt - cache textures in the same way that we cache materials. Also, can we start using buffer geometry for batches or for assets when we control the loader?
make sure that the published worlds default to first person view unless a camera is specified. Fix unpublish
fix some loading memory leaks in the collada loader, use less accurate collision octree building
add support for BufferGeometry in scenemanager, new model type to load utf8 json as buffergeometry, settings manager and options to disable shadows and use simple materials
Merge branch 'development' into vle