Some improvements
Merge branch 'developmentFelix' of https://github.com/MasterQ32/OpenWorld.Engine into developmentFelix
Removed UI, changed all namespaces to OpenGL4, Added documentation, Added correct object disposal
Removed GuiDemo, fixed customShader.glsl, Added assimp as local resource.
Updated Feature-TODO.txt, Features.txt
Updated Documentation, updated README.md
Added LoadSync to AssetManager, Added Load to Texture with IntPtr and byte[], Improved some minor things
Added RayCast, Split up OnDraw to OnDrawPreState and OnDrawPostState, Implemented GameUtilities, fixed bug in PerspectiveLookAtCamera, Added object.As<T> extension, Added Camera.Unproject and Camera.CreateRay
Added Terrain, added fixed DDS log,
Added terrain rendering.
Added improved material/shader system. Now uses uniform sources instead of fixed shader uniforms.
Further improved rendering features.
Refactored Game.InvokeOpenGL to OpenGL.Invoke.
Refactored FrameBuffer. Now has FrameBuffer.Current and Use is obsolete (not necessary anymore).
Added thread security checks for Viewport and FrameBuffer.
Started refactoring of DeferredRenderer.
Added BloomBlur effect to DeferredRenderer.
Reworked post processing pipeline: Now uses stages linked together with a linked list.
TODO: Cycle detection!
Added new, better tonemappingShader.
Fixed bug in light.glsl.
Started reworking the shader system. Engine compiles, but is broken.
Added ShaderZ shader compilation system. Create flexible shaders faster with less effort!
Improved light rendering: Uses single shader for every type of light. Implemented point light and directional light.
Removed packages, Demo and CodeTest (will be recreated as soon as i publish the first official alpha)