Adding some missing files, not tested yet, just commiting and pushing to be able to work from laptop on cabure
XML file for ZombieUnit
Adding firing_system module to be able to compile other stuff.
Adding ZombieUnitBuilder class, did a little test and seems to be working, we need more textures / zombies to do a deeper test and finish the ZombieBody stuff to test with bodyParts.
Now ZombieBody and ZombieUnit is more complete. Fixing some issues
Adding the missing ZombieUnit States.
Fixing some issues in a some classes.
Integrating all the functionality for the zombieUnit and ZombieBody and FiringSystem
Adding BulletShape.
Adding the Physics Bounding Box to the zombies, we still need to modify once we get the issue 217 resolved (graphics).
Having problems with the orientation of the node, the zombies were exported using the Y axis and should be Z axis as the Up Vector, all the Ragdoll logic was created for those zombies, now, the bones have different orientations and we will not rebuilt all the ragdolls for now, instead we will try to rotate the zombie node everytime we move or rotate the zombie, ugly but is the only way without too much changes.
Using 2 sceneNodes per Zombie now to avoid the UpVector issue
Fixing some issues, adding some other stuffs, a tool test also
Fixing issues #223 and #222, associated with the BodyPartEffect forces being applied and using a Queue of effects instead of an effect per zombie.
Now we have the first version of the Firing system working, we have to take into account that the bullet flag (masks) system is not as its said in the wiki, to be able to perform (detect) a collision between 2 objects (A and B) should happend: A->FilterGroup & b->FilterMask). Note that we need to set the objects to be able to collide against RAYCAST element if we want to be able to raycast them
Now inheriting everything from PhysicsGameObject to be able to perform actions when some bullet or anything (external force that can damage the object) is being applied to the objects
Adding basic class static_world_object.
We need to implement a loader for all the static world objects using an xml or something like that, probably for now we want to just use the same effects for all the world objects (for example, when a bullet hits the world object we will play the same sound, show the same particles, use the same sprite (billboard)...?
Some little changes
Adding asset submodule with one unittest testing the AssetLoader
Merge branch 'asset' of https://github.com/agudpp/CordobaZombie into asset
Adding calls to OSHelper (issue #246).
Merging also with asset branch
Adding CollisionExporter tool, not tested yet but compiling. We will perform some tests now
Adding some fixes and the ResourceHandler new method to find a group from a given resource
Collision Exporter tool seems to be working with the basic functionallity at least, we need to fix some issues still (hardcoded values).
Fix the unittest to be automatic, we will create an issue for that
SoundSystem: fixed stream sounds playback bug.

When stream sounds (i.e. buffers created with SoundHandler::loadStreamSounds)
were played until EOF, the file get pointer was not being relocated to the
beginning of the file.
This caused failures in later calls to update and/or play.

Fix includes:
	· new boolean member for the SSoundSource class: mFileFinished
	· change of "pcmData" array in SoundBuffer class to StackVector type
	· updated SoundBuffer::filler() methods for this new array type
	· change to end() method of StackVector template