Half completed BroadPhase Collision Detection with the help of Nathan van Geffen;

Completed Narrow Phase totally done by Nathan van Geffen;
Completed but not tested ContactResolver Advanced (by myself).
added some includes and added tthe handlenetworkmessage to the powerstation
Changed the includes
Fixed the StartThread order
Engine and game are now in the same solution. Game.cpp has been removed from the game solution; it shouldn't have been there in the first place.

About 80 less warnings and removal of the time-out of the game loop. The enum of
stationtype has been optimized and cleaned.
Revert "Engine and game are now in the same solution. Game.cpp has been removed from the game solution; it shouldn't have been there in the first place."

This reverts commit 1311dab3ef3049f9454a22ab1d02a86656e14535.
refactored the filename VectorToPacket to PacketOperators
Tested new collision resolver and showed promising results.
Using SFML threading now
Fixed threading problem. Now received messages in a different thread
All buffered network messages now get distributed every update loop
Received message buffer is now locked when accessed by a thread
Removed unneeded function
Can now dynamically set max up and downstream
added originalradius and outerradius to the enemy variables aswell as it's getters and setters. Collision resolving now works perfectly and solves too high interpenetration by reducing the radius. Collision detecting has been enhanced and when there is no collision then the radius get reset to it's original radius.
added the operators to the networkpacket class instead of in the packetoperators cpp file
NetworkPacket now inherits from sf::Packet, so the latter won't be needed
Help with Nathan van Geffen to progress in Box on Box collision generator.
Network: Added comments to public functions
Help from Nathan van Geffen, worked further on box collision detection and made it work almost perfectly.