[added] Basic Actor System to hold game entities and their parts
[added] Basic Process Manager system to hold processes that can be executed when there is time
[added] StateManager to control the state of the game, used by deriving from the base state and registering it with the application
[added] Logic system that controls the updating and rendering of the game providing access to the state manager, physics and render views
[added] Logger::Log override that works with std::string as well as const char*
[added] Commandline parsing on initialization, support for +verbose and +debug for setting log level outside the logging.xml and +developer for use with dev tools build into the engine
[changed] BaseApplication to Application
[changed] EventManager is not meant to be inherited and so does not need virtual methods
[changed] Splits Structs and Enums into different files
[changed] In singleton deletion added a check to ensure the instance calling the destructor is the singleton instance before setting it to null
[changed] Default string handling to ansi instead of wide char