Started devl branch for next stable version

All math structures and functions are up at this commit - missing some
matrix building code (to be added)
Created collision object framework

-Added IContact interface
-Created ICollisionGeometry interface
-Implemented most of the CollisionBox object
--CollisionBox contains private members, one of which can be overloaded
to allow for more detail in contact generation (virtual IContact*
function)
(Incomplete) Added contact structure

Added contact structure
Added methods to CollisionBox class
Inserted missing #ifndef/#define/#endif blocks in .h files
Added to Test Objects

Filled in more of the implementation of the testing collision objects
(CollisionSphere, CollisionBox, TestPhysicsObject) as well as nailed out
more of the structure.
Semi-Stable Basic (Testing) Collision

Collisions have been tested and are semi-stable, but incorrect. Code
handling rotational momentum (especially as pertaining to contacts) is
wrong.
Created Directory Structure

Created Directory Structure (src, docs, ...)
Added LICENSE.txt with licensing information
Added README.txt with information about directory structure, etc.
Removed Microsoft DLL code

Removed the FROSTDLL_API defines. I had been using them to entertain the
idea of using dynamic libraries. Removed to make Indigo Frost more
cross-platform friendly.
Removed Windows-specific code

Some code was not compiling under g++. I removed that code. All this
should compile on Linux now, though I haven't had time to test it on Mac
because I don't have a Mac device.

I also started adding to the WorldMan tier.
Finished base, began implementing add-ons

The base of the Indigo Frost physics engine is now finished - I'm happy
to call it complete. However, there are certain things I wanted to do
before calling it version 1.0, such as adding built-in force types,
sample projects, and finishing documentation.
Added BasicPhysicsObject, SpringForces

Removed TestPhysicsObject, and replaced it with BasicPhysicsObject
(which will exist in the v 1.0 release).

Also added BasicSpringForce, AnchoredSpringForce, and PlayerMotionForce,
three of the forces intended to come with v. 1.0

WorldManager now has a constructor that will construct the
ICollisionManager object to one of the bundled collision manager types.
Right now, only BVHTree is supported.

Updated Vect3Normal documentation.
Fixed BasicPhysicsObject integration

-Fixed a bug in BasicPhysicsObject that was causing an object to rotate
as it moved
-Added CommonCollisionSphere and CommonContact classes (but haven't
finished implementation for them)
-Added Matrix and IForce documentation files
Added CommonCollision and CommonContact

Added CommonCollision and CommonContact objects. They are still somewhat
broken, but they are almost ready.

The rest of the engine is ready for deployment!
Version 0.2 Commit

Committed Release 0.2
-Changed structure of engine entirely
-Base is complete, but definitely needs work