added random rotations to asteroids

looks cooler now, i also spread them out a touch.
Updated Collision detection (still broken)

User ship collides with itself and comes to a dead stop, seems
suboptimal. Also changed the HUD a little bit to be less intrusive.
Added XACT tool and Background Music
added a generated skybox, can be easily fiddled with.

also - changed to fullscreen and changed the thrust controls (I don't
have a num pad)
Added Collision Sounds
Added Engine sounds, fixed collision sounds bug

Collision sounds are currently commented out due to bad interaction with
current collision code.
Collision somewhat fixed

still not quite right though.  The bounding spheres appear to be not at
all related to where the models get drawn.  I hve a class with helper
methods to draw the bounding spheres, but that's not quite right either
as it doesn't draw them to scale or in the right position either.  so
all in all, al ot of not working stuff...
commit cleanup
still
Merge branch 'unstable' of https://github.com/acdcfanbill/SolarSailor into unstable

Conflicts:
	SolarSailor/SolarSailor/ModelManager.cs
cleaning up some merge crap
minor updates

added in the intro screens.  still need instructions and credits
probably.

collision still borked, bounding spheres are not where the asteroids
are.
Collison pretty much fixed

I ended up writing my own bouding sphere and doing my own collision
check and it turns out the asteroid wasn't centered on it's origin, so
the spheres weren't being placed correctly.  works great now after i
centered the asteroid in blender and kept my collision stuff
Audio Fixes...
More updates

Goal Model ingame, it's hard to see ATM, but it randomly spawns and will
respawn if it spawns inside of an asteroid.  It also respawn when you
collide with it.  Timer Added, currently 30 second games but you can
change that easily in Game1 public static's you can also adjust how much
time is added when you successfully hit a goal.
minor tweaks
added marc's hud
Fixing up Hud Timer

changed it to work with the game timer we already have implimented. also
changed the newdelivery to act more like a score booster for a
successful delivery.  it doesn't pause anymore for a new delivery
either, but that can be put back in easily.