Fix for windows threading compile issue.
Minor doc updates.
Touched up the EntityProxy class so that it will accept a NULL mesh, and simply not make an internal entity if it encounters such as situation.  It'll also cache the settings as appropriate so when a mesh is set they are applied.
Added another constructor that automatically passes in NULL for the object mesh.
Updated manager type conversion methods with entries for newer managers.
Minor update to Manager fetching by type on the Entresol.
All non-serialization logic for the debris portion of the WorldObject tree should now be complete.
Added virtual methods that are for the serializing of proxies within a WorldObject.
Doc fixes.
Added serialization logic to the the Soft and Rigid Debris classes.
Updated RigidProxies so that they can accept proxies that will have their transforms syncronized with them using internal motionstates.
Added lines to remove debris from the world prior to destroying them.
Script binding updates.
Removed the last references to ActorRigid I can find in the engine.
Added a little more boilerplate code for serialization and the last AE features to be implemented.
Converted the code in EngineDemo (at least the stuff that isn't remarked) to use the updated WorldObject API.
Merge branch 'master' of https://github.com/BlackToppStudios/Mezzanine