Optimization as well as vision around units

There are still major fps bugs with this release.
Removed team class in favour of an "us" and "them" system.
Vision works for all your units when you click the mouse.
Making some classes nonupdateables for speed
Changes to entity for optimization

There is alot of neadless code happening within the entity that I
removed.
Removing needless code from ent manager

there were two lists of componets in each entity
the temporary and current
basically the tut i followed
had me
fill temporary from what current is
and then update temporary
so there was a whole lot of referenceing going down
also there was this update order thing
that slowed it down
Movement and visibility compatibility
Removing the redundant parent code from comps

The AddComponent function of the entity nows sets the components parents
removing a whole layer of needless code
Beginning of worldmap code

The biggest thing is that node now needs docs that store levels since
they store level naems as strings. Think about adding a Content Pipeline
Extension for level.  "Tutorial.level" kind of thing.
Working with states

Allowed for entities to be updated and drawn by the state. Also added a
bit of code to make worldmaps almsot functional
Setup the framework for reading and writing files
Node creation code is stable
WorldMap code has begun
Can now select node and play sounds along with it
Selecting sounds
Began the file processing process (Unstable)

Addded new visibility type
Added nosa's graphisc
Read from text file, convert to binary, read binary

Allows for the world map to be created through txt files by specifically
naming each node. The binary is then read to create the nodes. The world
map will need to be saved as the player progresses through the campaign.
Continuing hex reader
MERGE with oliver's code. UNSTABLE but complete
MERGE with oliver's code. UNSTABLE but complete