Skybox draw order depth sorting stuff
Merge branch 'JamesDev'

Conflicts:
	Projectile Pirates/Debug/Engine.exe
	Projectile Pirates/Debug/Engine.ilk
	Projectile Pirates/Debug/Engine.pdb
	Projectile Pirates/Engine/ProjectilePirates.cpp
Wrote another water shader. This one uses a displacement texture instead of a sine based displacement equation. This one also has some fancier lighting to look a bit specular (the equations aren't right, but the output looks good....)
Enemy spawner and bullets
Player movement is slightly more ship-like, Speeding up/down needs to be ramped.
Merge remote-tracking branch 'origin/master'
Making the wonderful cube bullets slightly smaller so they aren't as obnoxious.
Lighting tweaks.
Enemies are now boats
Fix for the skybox to get it to draw. Had to change the shaders to compile to the correct folder, had to change the Texture2D to a TextureCube. The skybox however doesn't line up properly.

Ignore that you can run off into the sunset. When the ocean is radially mapped, it'll follow the player, which will fix the sky floating issue.

Various other small fixes.
Added an actual ship model from turbo squid. Manually cutout a lot from the original model. Next step is to have the gun turret be it's own sub-object.

Found bug: obj importer doesn't actually handle comments.