Experiments with model and delegate

Now you can switch out the model and delegate for unit work!
More graphic elements in ai file
New icon

Not sure if this is the best, but it's getting better.
Added even better icon and new ai file
Changed the icon again. More volumous. More smooooth.

And the AI file too, of course.
Added Human class and list model

Haven't tried to compile yet...
Fixed Human compile errors
Renamed savesOverview to savedGame

I think this is more clear.
Cleaned up SavesAccess file

Less ugly, more comments, less commented code.
Added NeutralMob and ViolentMob classes

These are just copies of the human versions with some tweaks. I'm not
sure yet what needs to go in here.
Tweaked the way file paths are used and handled
Added more stuff.
WIP: Trying to get human delegate/model to display properly
Fixed various things
Humans are now properly loaded into the proxy model

That was hard to do on a tiny laptop in a moving train with the sunlight
reflecting off this stupid shiny screen. Man. Thank goodness I leave the
office when it's dark, so I can see the screen better.

Anyway, I haven't tested the proxy human model regex or Human editing
features yet. This is just load and display using the HumanDelegate.
WIP: Added a ton of code for Humans

This was just a lot of typing on a tiny laptop, with an editor that is
really not like Vim at all. How do you implement Vim shortcuts but not
provide macros?? What is this, the middle ages?
Added more code to pull from human string

There is probably a bug with the levels, but the code no longer crashes.
Human levels work properly now.
Converted more Human attributes properly

Using the binary format. Also, this includes a print function for
Humans, so it's easier to test. No reason to go all the way to QML for
testing simple stuff.
Added Neutral and Violent mob classes with import

The Neutral and Violent mobs are now imported properly, and the
container classes are updated. Note that I really need a parent
class called "Mob" that both inherit. They are exactly the
same. Maybe I'll do that next.