WebGL: uv array bug #5054: fix
updating GeometryUtils documentation

new GeometryUtils conflicts with documentation (of the old version)
Merge pull request #5086 from andrevenancio/patch-1

updating GeometryUtils documentation
Fixed resolution on mobile phones

On mobile, resolution was incorrect due to devicePixelRatio != 1

Update OculusRiftEffect.js

Update OculusRiftEffect.js

Update OculusRiftEffect.js
Merge pull request #5087 from arodic/patch-1

Fixed resolution on mobile phones
Calculate envmap reflection vector for the phong material per fragment

resolves #5058
Support colors in binary STLs
Merge pull request #5091 from erymski/colored_stl

Support colors in binary STLs
Merge pull request #5090 from shapespark/envmap-reflect

Calculate envmap reflection vector for the phong material per fragment
Example: Fix canvas shapes particle sparks breakage

- #5071
- Due to object.position being immutable
Updated builds.
Merge remote-tracking branch 'zz85/master' into dev
Docs: Added body margin 0 on introduction. Fixes #5076.
Docs: Minor code styling.
added example for decals
Decals: More robust moved code.
Decal: Remove Face4 code.
Decals: Code clean up.
Merge remote-tracking branch 'Wandalen/dev' into dev
WebGLRenderer: Now also creating normalArray, colorArray by default.
This should "fix" all the problems of textures not rendering when the first instance of the geometry rendered didn't use.
Yet another premature optimisation that created a lot of confusion :(