Game3DLogic: Add entity move animation system
Game3DLogic: Add entity move animation system
Game3DLogic: Add movement and early animation tests
Merge branch 'graphics_listener' of github.com:xplodwild/Atlantis into graphics_listener
gameboard : now adding RandomTiles name properly
gameboard : fixed gap 'Border #43' 'Random #5 #18 #22'
Game3DLogic: Clean up path generation
gitignore: Ignore private netbeans files
Game3DLogic: Add tile sinking animation
GameBoard: Add tile sinking logic
Merge branch 'gameLogic' into graphics_listener
GameBoard: Use original random tile name
Logic: Update sinking and movement logic
Game3DLogic: Update nodes as they move and sink, render sunken tiles hexes
Entities: Don't set the tile immediately in the constructor

Setting the tile normally requires access to the GameLogic to update
events happening on spawn (onEntityCross). However, most of the time
we don't have access, and don't need, GameLogic when spawning an entity
as we don't have the GameTile anyway. Instead, we force us to go through
moveToTile, where we actually pass the GameLogic and let spawn effects
happen. If we don't do that, we risk ending up in an incoherent/invalid
game state, where some effects wouldn't happen because we forgot to
trigger onEntityCross.
It is however now possible to pass null to moveToTile to not run
side effects on purpose, when we know for sure that no side effect
should be happening.
Game3DRenderer: Add tile action test
TileAction: Start implementation with boat spawning
Game3DLogic: Boat spawning and player migration on TileAction
GameBoard: Fix duplicate sea serpents rendering
Models: Add caching system