Initial attempt at having entities actually load.

Slightly not what we want, I think. More hardcoded than I wanted. The file
is parsed though, and the factory is filled with information. I think.
Clean up EntityFactory.

Remove the extra comments.
Rearrange factory constuctor for multiple entities.

Adding a for loop to iterate over entities.
Move EntityFactory into the EntityManager.

Also make GameMode intialize and deconstruct its members.
Add log messages for the entity type loading process.
Change GameEntity to use configure not constructor.

This allows us more flexibility in the loading process. (e.g. out of order
sections)
Add Entity creation powers back to EntityFactory.
Protect the config file readers with exitence checks.

Prevent the evil map error of doom.
Merge branch 'somethingtodowithentities' of github.com:dreac0nic/nimbus into somethingtodowithentities

Conflicts:
	src/EntityFactory.cpp
	src/GameEntity.cpp
	src/GameMode.cpp
Added updating to entities and behaviours.

The update functionality should be implemented now. However, since there
are no entities, it's not being called yet.
Added entity creation event.

Well that was more work than it needed to be. Events can now be called
that will create entities of the type specified, and entities can be
cloned and all that good stuff.
Started creating the rendering ability.

The SceneManager was added and is being used to load the mesh into the
actual behaviour that will be used to draw it in the entity. Not finished
yet though.
DRAGONS!!!!!!!!! (finally...)

Yay, it shows up now. Lots of hardcoding still to be fixed, but that will
come in time.
Loading entity properties from ini file.

The properties can be loaded from a file. That means we can make changes
without recompiling! Woot!
Spinning Dragon!

So... the update function works.
Removed useless prototype files.

The BlankBehaviour and the TestMode were for making sure that they were
feasible concepts. Now we have fully functional versions, so we can roll
with those.
Updated the readme.

Now on version 0.2!
Add Id to GameEntity.

Useful for getting a specific entity from the entity set.
Change int to GameEntityId for future flexibility.
Add iterator framework for GameEntitySet.

Note: The code implementing the GeneralEntityIterator should never, ever
be called in its current state. It currently satisfies the compiler
gods... but only by committing the black art of memory leaking. (hmm... I
feel like this situation isn't quite right somehow.)