Theora texture for cloned material fix

When a TSShapeInstance makes a copy of its own materials through
cloneMaterialList() (such as done with client side ShapeBase objects),
the reference to a named diffuse render target was being lost.  This
affected using a TheoraTextureObject on a ShapeBase derived object
(StaticShape, etc.).
Changed mASin to mSin in mEaseOutElastic
Clean up SFXSources in Player class

mMoveBubbleSound and mWaterBreathSound were not being deleted properly
Resolution for ap-hang with high-frequency weaponstate changes (IE: AI non-tick descision forks). see also: http://www.garagegames.com/community/forums/viewthread/134036
There is no /shape/ subdirectory in art/particles any more.
Allow T3D to compile against the latest version of FMod. LowMem Software Reverb has been removed as of FMOD Ex 44409
Fixed GroundCover placement on rotated TerrainBlocks.
Trigger a terrain signal when its transform is changed.
Fixed air acceleration going wild.
Added Recast/Detour library code and module.
Added PLC_Navigation hint for gathering navmesh polygon data.
Added navmesh wrapper code and module.
Bullet Library v2.81
compile fix for rift sdk ver 0.2.2
Now projectiles wont explode before they have been armed. Results in projectiles being able to collide with several objects before exploding.
Removed indentation fixes.
Update to turbulence PostFX  to improve the visual effect of being underwater.
Exposed blowUp method to console.
Increase terrain editor and painter max brush size to 256 x 256
fixed camera code not checking for invalid/missing datablock: crashed before