Fixed a few things in the FAQ.
Added version check-capable cmake script for SFML.
fixed memory leask in Quadtrees
Added the cmake-gui description in FAQ
Updated SFML Cmake variables.
Merge branch 'development' of ssh://git.code.sf.net/p/opendungeons/git into development
Several small editor improvements.

- Removed a few dead members in the editor mode
- Removed the dead brush mode as it was replaced by tile dragging
already.
- Added tile coordinates, and tile type information next to the cursor
This way, you know what you are handling or dragging.
- Added a check to prevent adding walls on top of a creature.
- Added a check to prevent dropping a creature on a wall tile.
In that case, the creature will go back to its former position.
Made the music handled by each game mode.

Now each game mode will play the music it wants or stop playing.

This permitted me to play some music in the main menu and
in the game mode but no more in the editor.

NOTE: We need a new music file for in-game use.
Readded Lava support.
Simplified the BattleField class implementation.

- Partially rewrote it to make it simpler, remove dead code
and choose better names for a few members.
- Also documented it as its use was not quite obvious at all.

This permitted to fix a few todo in the creature class and remove
a mem leak on the road.
Moved the server functions in their own namespace, in the wait for making a true server class.
Removed the XML/ folder as it is useless anyway.
Added missing <string> in Field.h include as requested by Paul.
Commented the CG program in Ogre default plugins config.

As this is depending on not open-source extensions, as pointed out
by Akien.
Removed the dead and duplicate code put in source/Render_Request/*

For now, Everything is in the RenderManager.cpp file.

As Paul pointed out, we could later turn each render requests into
specialized classes, but we should avoid putting dead code anyway.
Renamed cpp/h files 'Field' to 'BattleField' and 'Functions' to 'ODServer'.

This will help understanding their actual use a bit better.
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.
TEMP: Disable translations for now.

setLocale() isn't found in my Win7 environment.
Made the camera start position be set by the application mode.

I removed the need to set up some hardcoded map size
in the GameMap constructor.
Now, each application mode can set the camera starting position.

As a result, the game mode will now start at the player's temple
coordinates, and the editor mode will start in the middle of the map.

We could later even set a start position for each team in the map data.

I also turned the culling manager into a component of the camera manager
and made the camera initialisation be done with the camera manager.
Code cleanup to the Goal*.h/cpp files.

- Added copyright headers
- Made members use m*
- Removed the use of a member reference of the game map class
within goals, and removed the need to give the game map as a parameter
when adding a goal.