Start CMake support to build the engine

* This doesn't do much currently. It can build Full and do some
  rudimentary configuration to torqueConfig.h, but it's far from
  being usable. Not to mention it doesn't even attempt to build Full.so
  yet. So it's quite literally compiling and linking one file :)
Added a few more options and started building engine libraries

* Added option to add TORQUE_DEDICATED as a define while building.
* UNIX platforms get LINUX as a define while building.
* Added some other defines to the build (will change this later.)
* The bulk of the commit is app, collision, component,
  console (mostly), & core all build and are linked into libraries.
Get basic structure in place.

* While this likely won't work as-is, it does get the basic CMake
  structure in there and includes all the source code (more-or-less.)
  This will then let things be fixed as needed.
Fix quoting of torqueConfig.h and separate platform gfx sources
CMake: Set the output directory for generated executables to Templates/*/buildFiles/${BUILD_TARGET}/

.gitignore:
Added a rule to ignore files and directories generated by CMake as well as generated executables

Signed-off-by: Harley Laue <losinggeneration@gmail.com>
I believe you can choose Bullet or PhysX, not both

* This has better support for choosing the physics backend support.
sceneComponent isn't in the other build and fails here

* Looks like sceneComponent may have been part of the TGEA
Separate (most) of T3D's CMakeLists into subdirectories
Separate gui CMakeLists into subdirectories

* This also helped me figure out how to fix compilation for worldEditor
  and editor subdirectories.
Another large push to get separate things and get things working

* Separated CMakeLists for lighting & sfx into subdirectories.
* Some minor cleanups.
* Added some TODO's for sfx to work (hint, we're not loading any
  backend.)
* Some minor changes to others to get them to compile or use the
  platform specific sources (as was the case of windowManager.)

Not much left to do at this point. Likely want to add CMakeLists for the
libs (effectively moving the target directory up at least one), build
the final shared or static file from all the libraries in the
subdirectories, and finish off configuration options.
Add dedicated support for platformX86UNIX directory
A lot going on here trying to get the dedicated server linking on Linux

* Added squish CMakeLists
* Disable the TORQUE memory manager
* Try to link the ${TORQUE_BUILD} against the subdirectory libraries.
* Addedd Nasm compilation
* For platform, separated dedicated and client code.
* Set the sfx backend to NULL when ${TORQUE_DEDICATED}
Switch back to a single library for the engine

* It turns out having many static libraries to then link into the
  "master" static library doesn't work, and trying to link with all the
  various static libraries didn't work well either.
* Because of that, we're back to creating a single (currently static)
  library for the engine (Full.{so,dynlib,dll} in the future for
  non-dedicated)
* We also use a couple macros to add sources and headers into a common
  variable. There are some caveats, such as: add_subdirectory must be at
  done before calling the add macros and in cases where the CMakeLists only
  adds subdirectories, the variable doesn't propagate up to the parent
  scope.
* The rest of this commit is getting things almost working (it may work
  on a native 32-bit machine. Currently it's not wanting to accept the
  nasm object files in the library archive.)
This gets the dedicated server building in Linux
Merge branch 'cmake' of https://github.com/losinggeneration/Torque3D into cmake