Harmonize the type of entity id and creates a general inclusion file.
Fix entity id type of BulletMover
change id entity type to a fixed sized of 32 bit
Removed some moldy code and fix indenting
Final tweaks to enable proper specular
Added per material control of specular hardness and more control over spotlight settings
Final tweaks.
Added shader changes
Merge branch 'develop' of github.com:adam4813/Sigma into specular-merge
Merge pull request #130 from tanderegg/develop

Lighting Update: Improved spotlight beam, added in specular highlights
Updated README with coding standards and asset link updates

Close issue #127 and #129
Merge branch 'create_sigma_h' of https://github.com/catageek/Sigma into catageek-create_sigma_h

Had to move some items into the Sigma namespace.

Conflicts:
	include/systems/OpenGLSystem.h
	src/components/GLScreenQuad.cpp
	src/systems/OpenGLSystem.cpp
Remove shaders that slipped in during a previous commit

Closes issue #109
Bring the CMakeLists.txt inline for all platforms

There is still a section for WIN32 to allow local placement of libraries and includes.
This section however only now adds extra search paths and doesn't hard code the libraries.

Also had to change FIndSOIL to search for a SOIL/ folder as well as include/SOIL/ and just inlucde/.
The issue is that SOIL is sometimes in include, include/SOIL, or in the case of the extra win32 include
paths in include/SOIL, but the search path starts in include so it just finds SOIL/.
Keep the OS X build instructions correct until the CEF merge.
Merge pull request #132 from DeVaukz/develop

Keep the OS X build instructions correct until the CEF merge.
Removed serveral dead files
Renamed BulletMover to PhysicsController and focused its purpose

Also added is the new BulletShapeCapsule.

PhysicsController is now much more focused and does one thing.
It is used to adjust the forces on a physics rigid body to simulate the moverment,
or you can hard set the movement.
FPSCamera is now a pure event handler

It now just has a reference to a PhysicsController that it sends input to.
FPSCamera as an event handler now translates raw events into more
meaningful events.

Fixed some indentation and removed old commented code in the files
already affected by this commit.
Adjust IKeyboardEventHandler to use a dynamic registration instead

KeyboardEventSystem now does registration basic off a dynamic array of keys set
in the IKeyboardEventHandler constructor. This will allow for registering of keys
beyond the ASCII range, but at the same time not creating huge waste of memory.

Closes #100