FindSFML updated to upstream version 2.1
all should work again (Sorry)
MEDIA: Merged addition of working media files.

The media/ files are overall only 28.5Mb which is not a sufficient reason IMHO to not track
these here.

- Changed the gitignore file to now keep track of media files changes.

- Added the media files within the dev repository.
- Adding Beetle Golem, Ruin Entrance and Wooden Watch Tower models (OGA conversions)
- Imported latest changes from opendungeons-media.
- CEGUI XML updated to 0.8 format
- Updated XML files for CEGUI 0.8.x
- GLSL scripts : texture(1D\2D\3D\Cube) -> texture
- UnifiedMinArea -> MinArea fixed
- Fixed old set: image: nomenclature in the looknfeel
- Changed type of SGXLib_FetchNormal
- Added New Skorpio Tileset files needed for a full gaming experience.
- Fixed the OpenDungeons GUI imageset offsets for CEGUI 0.8.
- I also added the CEED project files.
- Changed the OpenDungeons to the one of the website.
- Added licenses and credits files
- Added missing licensing info the main menu Gui graphics.
- Added the app windows icon file.

There os no code change are icon on windows should be handled
through resource file.
Unfortunately, resources files are disabled under MSVC 2012 express.

So I only added the icon for a possible future installer and to have
a icon reference anyway.

- Update of the Orc mesh & skeleton by Skorpio.
- Forgot to remove the (a|b) in certain post-fixes models.
- Fixed most of the material files, keeping the link to the general.material file.
- Fixed the Adventurer texture format to be homogenous.
- Fixed the Orc material names with Skorpio's help.
- Fixed the Kobold material name based on Ogre debug log.
- Upgraded the Editor toolbox CEGUI layout to version 4.
- Actually fixed the editor toolbox this time.
- (Re) add the new main menu CEGui files now that conflicts are resolved.
- Reapplied the correct level file now that conflicts are resolved.
TEMP: Disable translations for now.

setLocale() isn't found in my Win7 environment.
MEDIA: Added latest models from Skorpio.
MEDIA: Fixed Adventurer model from Skorpio.
MEDIA: Polished the in-game gui a bit.
Added missing OgreCore.zip file needed for windows.
MEDIA: Level and new creatures updates.
MEDIA: Added new editor mode layout file. The code needs to be adapted though.
MEDIA: Editor menu upgrade.
MEDIA: Added new claimed tile button in editor gui.
Added support to claim walls.

Now workers will be able to claim walls and turn them into claimed ones.
Claimed walls won't be diggable anymore by opponents, but will still be by your team.

I also cleaned up a few things along the way.

This is a side-change seen while working on the map loading.

Enjoy! :)
MEDIA: Updated the level file to changes in next commit.
Started cleaning the map loading code.

- Removed dead code.
- Made map memory initialization set the map size also.
- Moved the map size parameter loading next to tiles.
- Made use of standard tile variable when adding a tile instead of a pointer, since it might leak.
- Merged a few redundant functions.
- Fixed a typo that made non-square-shaped map impossible to load.
Cde cleaning up to NullAI.cpp / h
Code cleanup in ODApplication and ODFrameListener.cpp/h files.

Along with the usual code cleanups, I made the renderer destructed within the framelistener
where it is created, stopped using members for a few singletons, and remove one
duplicate reference to the root scenenode used there.

I also moved the movable entity update code within the corresponding class,
which permitted a few simplifications.
Simplified the frame listener initialization by moving render manager component back to it.
Worked on reducing the app exit crashes causes.

The good news are that the app doesn't crash anymore because of trying to delete
thread that were never started for instance.
It also will unregister properly from the Ogre listener now.

The bad news is that the game is still crashing in Ogre when unloading the material
plugin.
Editor: Made the cursor position and tile fulness infor be updated where they should
Added capitalized letters to room and trap names displayed in game.