The In-Flight Raytracer is now LOD aware. Meaning that it will correctly identify which Face Groups belong to different LODs even if they are in the same mesh. This fixes several artifacts that appeared when a lower LOD was casting shadows on a higher LOD.
Light tagging is now done by examination of the Flight Groups. This means that lights can be tagged even in external views, but films don't quite behave very well, so I kept the old code.
Fixes to the PBR shader to enable glass and bloom. Also, artifacts due to multiple light sources where only a subset is a shadow caster are now fixed.