Merge pull request #100 from enjgine/master

Enjgine Update (Decals, Model, Music, Alphabetically ordered title)
MapMesh loading to throw away most assimp data it doesn't use

Also added a debug option to dump node layouts
This has the side-effect of fixing shadows in some cases
No need for transform logic in MapMesh

Because the models are now being flattened
Bullet mesh loading to index into existing data

Instead of copying into a triangle mesh
Documentaion for AssimpModel class

And related classes
Misc modifications to try and get the 'caves' map physics working

The character still falls through the ground
Additional caves physics adjustments

Still no luck though
Renamed 'game.h' to 'events.h'

Because that's what it does now
Add command line option to throttle game loop speed

Good for dedicated servers where there isn't a draw delay and you want to avoid pegging the cpu to 100%
Organised songs a little, new intro music

Enabled the intro music too
Fixed weapon sounds for non automatics
Improvements to releated weapon sounds
New weapon sound effects

From the "Free Firearms SFX" project, they are licensed CC0
http://freefirearmsfx.com/
https://www.kickstarter.com/projects/bjjaszcz/the-firearm-sound-library

Machinegun  AK-47           C_36P.wav
Shotgun     Charles Daly    H_16P.wav
Pistol      Ruger Mark III  R_30P.wav
MSVC project updates
Replaced earth model with magellan 16 model
Magellan blender originals

Includes flattened texture because my version of blender
doesn't support .psd
Imported Ammo Box 3d model

Also unwrapped and made a basic texture
Travis CI: Android: Updated to NDK 10 and build using 2 jobs.
This should speed up the Android builds a bit.
The new and latest NDK 10 is also ~80 mb smaller than previous version.
When running the scripts locally, always check that the remote file exists.
PPA updated.
Ubuntu Saucy is obsolete.
FPS slowdowns now also affects the walking speed of AIs.
Before the player became really slow and the AIs really fast,
which was not an optimal user experience.
Now all units are affected equally by FPS slowdowns.