rework of defendarea, to fit squad model
changed scenario to show fighting
damn case sensitive unix
adding classes
wip
text renders, isAt implemented
Merge branch 'hud_target_arrow' of https://github.com/voxelinc/voxellancer into text_hudget

Conflicts:
	src/ui/hud/hud.cpp
	src/ui/hud/hud.h
isAt works
wip
accessors
Merge and fix isAt
Merge branch 'hud_target_arrow' of https://github.com/voxelinc/voxellancer into text_hudget
Merge branch 'hud_target_arrow' of https://github.com/voxelinc/voxellancer into text_hudget
finish textfield, add target and speed label
Merge branch 'master' of https://github.com/voxelinc/voxellancer into text_hudget
Merge branch 'master' of https://github.com/voxelinc/voxellancer into defend_area_v2

Conflicts:
	src/ai/character.cpp
	src/ai/character.h
	src/scenarios/gamescenario.cpp
	src/ui/hud/objecthudgetcornervoxels.cpp
merging
update glow
Merge branch 'master' of https://github.com/voxelinc/voxellancer into HEAD

Conflicts:
	src/ai/character.cpp
	src/ai/character.h
	src/scenarios/gamescenario.cpp
	src/ui/hud/objecthudgetcornervoxels.cpp
Add color and emissiveness to engine configuration
moving leader init to aigrouptask
uniqueptr for collisionfilter added again