Most  notable change is the addition of the ShaderProgram class.
Changed DirectoryResourceSource to treat files as binary so we don't accidentally butcher resources.
Corrected GameView.cpp's header comment, it said it was GameView.h
Deleted a lot of the old graphics engine code, will be replaced over time with a more flexible structure.
Switched the GraphicsEngine PoV variable to be a single Vec3 rather than 3 distinct variables.
Changed the winding to counter-clockwise for standards compliance.
Changes IResourceProcessor's processResource function to just return a true/false for success. This function should be modifying the resource contained by the resource handle, using the resource cache to allocate new memory if needed.
If the AllocLog indicates a memory leak, it now logs this as an error so that these can be corrected immediately.
Changes the allocate and memoryReleased functions of the resourceCache to be public, to many objects were going to need access to these functions with the ResourceProcessors.
Made many of the members of the ResourceHandle public as resource processors will often have to modify these directly.
Reverted Window class to use a traditional pimpl idiom, no good reason for the potentially hazardous variant.
A lot of temporary code added to the window class to create a graphics context and do some testing with it.
StringResourceProcessor class - Just appends a '/0' to the end of text resources.
Added a few shaders into the game directory in a subdirectory called EngineCore, which is being loaded by a ResourceSource. These will be moved to a more appropriate location at some point.