initial profiler.
Simplified profiler, added async event support (not functional with tracing yet)
Renamed profiler and moved into system.
added instant event and other macros.
utility string thing
File system + event profiling.
render node profiling.
scene profiling
utility string thing missing code
simple setup script so we can simplify build scripts later.
Boost includes
Header optimisation. 8.3% improvement in clean build time. Still more room to improve, possibly be breaking up BcVectors.h into individual vector headers (we don't always need them all)

Original:

Engine_Shared Time Elapsed 00:04:28.58
Engine_Windows Time Elapsed 00:00:21.83
ResenseGame Time Elapsed 00:00:26.82

317.23 seconds total

Optimised:

Engine_Shared Time Elapsed 00:04:09.95
Engine_Windows Time Elapsed 00:00:19.64
ResenseGame Time Elapsed 00:00:21.32

290.91 seconds total
Moar build time optimise:

Engine_Shared Time Elapsed 00:03:28.77
Engine_Windows Time Elapsed 00:00:20.03
ResenseGame Time Elapsed 00:00:21.96

250.76 seconds total

13.8% improvement over previous.
using boost format not instead of BcStringPrintf, and moved BcString.h code into BcString.cpp.
disable profiler by default.
Broke out vectors into their own cpp/h files. Took the change to make them all CPU vectors too so that we can more cleanly create SIMD implementations later.
Moving code out of header files to reduce overhead at build time.
more inline trimming + reduced max size of delegate support.
final lot of shuffling.