Cleaned up Paul's latest commit.
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.
- Added latest models from Skorpio.
- Fixed Adventurer model from Skorpio.
- Polished the in-game gui a bit.
- Added missing OgreCore.zip file needed for windows.
- Level and new creatures updates.
- Added new editor mode layout file. The code needs to be adapted though.
- Editor menu upgrade.
- Added new claimed tile button in editor gui.
- Updated the level file to changes in next commit.
- Test level + new creature def file adapted for next commit.
- Level change du to next commit.
- Test Level file with absolute coordinates.
- Added new test level.
- Adapted the level files to latest changes.
- Adapted creatures.def to new format in next commit.
- Adapted the creatures.def file to support absolute max HP/Mana.
- Adapted the level to new Keeper AI
- Added a third Keeper AI to the test level.
- Update the creatures.def file for the new node scale.
- Changed the culprit mesh file not shown in game for one fitting.
- Added new in-game music.
- Forgot to make the Wyvern and the Pit Demon flyable creatures.
- Fixed the player starting position.
- Added creatures level info in the level files.
TEMP: Disable translations for now.

setLocale() isn't found in my Win7 environment.
TEMP: Fixed CEGUI debug camke module bad behaviour on my system.

I'll remove that once CEGUI 0.8.x has been compiled on debian.
Added support for Room's 3x3 squares central spots.
Added basic wall active spot support and used it for training rooms.

I also fixed a bug in the computation of central tiles spots.

What's left:
- For now, building an entire room at once doesn't work.
- Add support on other rooms.
Fixed computing wall active spots when building an entire room at once.
Cleaned up The Temple Room object.
Cleaned up the Forge Room & changed a bit how room objects are placed.
Cleaned up the treasury room code.
Cleaned up a bit the Quarters Room code.
Cleaned up a bit the Portal room code.
Cleaned up the Room Object class.
Made the wall active spots recomputed when neighbor walls are claimed/are dug.