Demote ComponentFactory to ComponentRegistry

Since components are constructed directly in Lua now, we don't
need a factory anymore. The ComponentRegistry only handles the
conversion between type id and type name now.
Change EntityFilter to provide components for added entities

No need to be secretive. If the entity is relevant for the
filter, it has all required components. Providing them directly
in the EntityFilter::addedEntities() collection makes some
systems easier.
Add OgreSceneNode systems and rename Mesh* to OgreEntity*

Keeping our component API close to Ogre's architecture makes it
a little harder on script authors, but greatly facilitates
management of scene nodes and movable objects in Ogre.
Added EntityFilter::clearChanges
Updated Ogre components and systems

This should be it for Revolutionary-Games/Thrive#15.
Merge pull request #19 from Nimbal/ogre

Reworked the Ogre components and systems
Added to the script so it installs bullet as well. Compiling works fine, and bullet works.

Work left:
Adding the script for linux.
Implementing the physics into the game
Updated the script for Bullet for linux. Not tested, but "should" work.
Fixing the script because of debug settings
Added irrKlang for sounds and music. Just basic funtionality, main theme from thrive runs on startup and keeps playing. Needs to be implemented into the engine.
Fixed script - Again
Added missing files
Adding physics engine.

Windows script for irrKlang done
cmake integration of irrKlang done
Added setup script for irrKlang for linux
Fixed file not installing irrKlang on linux script
Fix permissions and paths for Linux install scripts
Fix Game::instance()
Finalized bullet_engine and added it to the main updating cycle.

Now only lasts to adding a system to update physics itself
Added updatePhysics_system, which updates the world. Still there are no objects to actually update
Added bindings from lua to bullet rigidBodies