STKMesh may want to draw rimlimit materials
SSAO: Improve the initial sampling values.
Use named passes
STKMesh: Factorize transparents for reusability
STKMesh: Use transparent shader for onttextureblend
Update gitignore file
Properly handle unlit object.
STKMesh: Implement (single) texture detail support for objectpass shaded objects.
Fix attempt for black objects.
Merge pull request #12 from KroArtem/master

fix some cppcheck warnings
Bunch of small code cleanup
Properly fixed position of physical bodies when they are animated
(thanks to auria).
My tweaks to SSAO, to improve randomness and final blending
Fixed missing collisions in mansionl (caused by negative default mass
for objects). Added assert to bullet to catch this kind of problem early.
Lightprepass: Handle skybox ourselves
SSAO: Use sampling points proposed by Auria.
GPUParticles: Force alpha additive for flip particles
SSAO: Improve randomness using NEAREST filtering
SSAO: Remove the strenght parameter
SSAO: Fix typo and use 16 samples