Generate 3 binaries for server, client and standalone
Add preprocessor variable for build target
Remove standalone binary
sound system
missed on first commit
fixed brackets style
fixed some code style and error
added some comments
Transforms now store its entity ID
Added event dispatcher

This is a template based class that is subscribed to via
GetInstance()->Subscribe(entity_id, Subscriber<T>*)
where type is the type you want to be notified of changes
to. The type T needs to call GetInstance()->NotifySubscribers(entity_id, T* this)
to notify the subscribers of a change. Subscribers just
implement the Subscriber interface.

Also updated the submodule.
Transforms now call NotifySubscribers on a change
graphics::system renamed RenderSystem

Also RenderSystem is now a Subscriber for Transform
changes. Along with this change a list of entity instance
IDs are stored in each RenderableGroup.

A model matrix is stored in RenderSystem as a map of
entity ID to model matrix. Notify() updates these matrix
each time the transform changes.
RenderSystem now iterates of instances passing the model matrix to the shader
Renamed transform::System to TransformMap
resource::System is now called ResourceMap

Also all methods are now static. The choice to still
use a class container instead of a anonymous namespace
is due to the use of template parameters.
Updated assets
Reverting the last commit to some extent
MD5Mesh now returns the same type ID as Mesh

This allows retrieving a resource using the base type.

system-base.hpp now includes trillek-scheduler.hpp
to provide the type for frame_tp.

Updated assets
This is setup for the entity component factories.

Components will be created and added to systems via
AddComponent with the entity ID and a shared_ptr to
the component.

Components must implement an Initialize method to
initialize themselves with runtime data.
EntityMap system

This system takes json input data and deserializes
it into component initialization properties and
calls the appropriate factories. After creation it
adds the component to the respective system that
will use it.

Renderable now derives from ComponentBase.