multi-tileset support in editor
Drawing performance update, GIT test

Removed Exceptions from drawing code.
Enabled Fixed Timestep.
Testing GIT uploading(Stuff might go wrong)
Merge pull request #51 from wildex999/master

Fixed drawing code, and testing pull requests =P
Collision improvements. Random other changes.

Made it so CHitBox position is an offset from the CActor that owns it.
Adde drawing code to hitbox, press B to draw hitboxes when in Play Test.
Moved about and renamed some random stuff.
Collision against solid tiles(Walls).

Link can now collide with solid tiles(16*16 tiles) by adding a
CSolidTile object on the same position as the tile you want to be solid.
Also played around some with CLayer to be able to load in the
tileTeseter.xml file for testing of solid tiles.
Corner case in collisions that was missed.
Merge pull request #52 from wildex999/master

Collisions, Tiles and other stuff
Merge branch 'wildex999-mgzero' into mgzero

Conflicts:
	King of Thieves/King of Thieves/Map/CLayer.cs
holy mother of god what a mess
multi select mode
Slight hitbox update

And taking a look at pull request settings.
Merge remote-tracking branch 'upstream/master'
Fixed collision for player

The collision now accurately accounts for hitbox offsets when
calculation what direction to move to correct the collision for the
player.
Missed a change

I need to learn to do a final check before comitting -_-
Recoded BaseKeese, and added Keese elements.

Also a lot of tinkering elsewhere to get Keese working. Most notably
some changes in CComponent and CActor to allow adding of Actors during
the game.
Keese hitbox

The Keese now have a hitbox.
Merge pull request #1 from wildex999/master

Prep merge