Fixed actor class
fixed timer node again
* Completely removes volumetric lighting effect for the time being... Needs a rewrite to be faster and it si a tad to much for such a blocky game anyhow. :)
* Disables volumetric fog for the time being - shouldn't be a global effect and doesn't look to good either at the moment
* Renames "Local Reflections" to SSR and marks them as an experimental feature
* Fixes that local reflections were always active and thus "overwrote" the costly global reflections
* Adjusts all video/rendering settings accordingly
* Separated alpha blend and add materials from the refractive/reflective water - particles should be rendered correctly in front of water and opaque materials from now on
* Renamed FBO from sceneTransparent to sceneReflectiveRefractive (closer to the actual usage)
Ouch... SSAO was far to costly. Halved the amount of used samples.
Adjusted default rendering settings.
Merge pull request #928 from synopia/behavior

Behavior
Halved samples used for the screen space lightshaft effect while retaining almost the same quality (tweaked and limited sample step size).
Blooming the sky doesn't actually look that bad - we can save the depth lookup in that case.
Work stations and crafting in hand now is using NUI/
Merge pull request #931 from MarcinSc/develop

Support for mods to render any inventories
Merge pull request #894 from msteiger/develop

Add config dialog for WorldGenerators
Style fixes
Fixed several NUI packages that were not API.
Added methods to obtain HUD elements.
Fixed item mesh rendering clientside by introducing asset resolver for icon mesh.
Fixed a bug causing mode styles to not be applied.
Fixed issue with unfiltered event handlers not receiving events subtypes.
Added drawFilledRectangle method to canvas.
Removed underscore hack from CaseInsensitiveEnumTypeAdapterFactory after remembering how my own code works.
Adding hook for rendering inventory cell overlays for items.