Object manipulations -- ROTATIONS
Fixed a couple of bugs

1. The SceneGraph class was not compiling because it still had a couple references to the old Node constructor.
2. The MyGLWidget constructor was referencing objects[iterator] before objects had anything in it; this code needed to be moved to the end of parseSceneDescription().
Partially fixed transforms not being applied

Scaling is still not happening, for whatever reason - need to investigate this.
Rest of object manipulation
Object manipulation works - completely! :-D

Adding update() calls to the end of each slot function that responds to
the object manipulation buttons did the trick - that's needed to update
the screen in response to the changes made with the sliders/buttons. Now
everything seems to be working exactly as it should!
attempt at fixing scaling issue
Fixed issue with furniture not display

Everything is now displaying as "correctly" as it was before we started adding object manipulation. However, there are still a few small issues with the furniture layout that have been present since earlier versions:
1) The furniture is shifted a bit too far to the left, putting some of the chairs slightly off the edge of the floor, and leaving the corresponding sets on the right too far onto the floor.
2) Right now, in order to make sure furniture is sitting properly on top of the floor (instead of sitting partially inside it), I'm hardcoding a +y 0.5 translation into all floor-level furniture items. I'm still not entirely sure why this has to be done here, and not above in the furnitureRoot translation, but for some reason it only seems to work this way. There's two problems with this: it's a hardcoded hack that probably won't work for more generic meshes and such; and it's probably also what was keeping stacking from working right.
Partially fixed stacking...again.

Basically, what I'm doing is somewhat parallel to the fixes James has been making on the "master" branch. At the moment, though, the boxes on the tables seem to be working, which is a little farther than what he's got...I've still got a similar problem with the freestanding boxes, though. I'm committing so I can move on to something else in the meantime.
Fixed issue where items with scale < 1 disappeared when selected

Integer truncation issue - fixed by changing some values to floats and increasing the granularity of the scale sliders (from 100 to 1000).
Merge branch 'Object-manipulation' into Alternate_stacking
Merge branch 'Alternate_stacking'

This brings in both the stacking code from "Alternate_stacking", and Kory's object manipulation code. This merge was a bit tricky because both James and I had been working on the stacking independently...I merged in my own (replacing James's) because I needed something to work with to try to integrate meshes into the scene graph, but if we do find a good reason to go with his instead, we can go back to the commit before this on "master" and branch off from there (re-merging in the object manipulation stuff without the stacking).

Conflicts:
	RayTracer/Program1/AbstractGeometryItem.h (resolved)
	RayTracer/Program1/MyGLWidget.cpp (resolved)
	RayTracer/Program1/SceneGraph.h (resolved)